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Kurtys

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Posts posted by Kurtys

  1. Yeah, since the release of the game, we always had an affinity gain problem. It wasn't that much of a problem back then because the game didn't have to much content and was more slow paced. 

    Right now, the only real alternative we have to killing enemies en masse/steathly to get a non-negligable amount of affinity is high level spy missions. And that only gives 36k, divided by 4, thats 9k affinity per item when you need at least 450k to max rank one, so that's max 50 runs. Or you can do 2 x 20-30mn of Hydron and you're done.

  2. il y a 23 minutes, Huthalion a dit :

    Maybe we could have a 'Weapon Length' stat so we could have at least a rough estimation and comparison.

    We already have "Attack Speed" that is very arbitrary as the real attack speed of weapons change a lot between types and stances. I don't see any problem in adding a weapon length/range stat to help us compare same types of weapons.

  3. In response to point 4 : If anything, forma works as intended on frames and not so much on weapons. The idea behind Forma is to specialize your gear by adding polarities for specific mods, so the more forma you add, the more you lock down your build. The thing is, there's not so much worthwhile mods in the D polarity on weapon and 50-75% of the mods you'll want to use most of the time have a V polarity so you can add 4 of these and it's a straight up buff to your weapon without much repercussion. Imo, the mod system is far more balanced and satisfying on frames as there is more diversity and useful mods in all polarities and there are no mandatory mods unlike weapons.

    I completely agree on point 2 though, and i think point 1 is more of problem coming from warframe abilities/enemies scaling and powercreep.

  4. Yeah, the anti-archwing missile are very annoying, because even our countermeasure aren't reliable against them. I got shot through Elytron smoke once.

    Il y a 8 heures, General_Meow a dit :

    I use Amesha and the buff from Watchful Swarm seems to do nothing to stop it.

    Actually, Amesha is the only archwing very good against anti-archwing measure, but not because of watchful Swarm, but because of Vengeful Rush. As long as Vengeful Rush is active and your energy bar isn't full, you're immune to anything. You have Warding Grace which is a channel ability so you can use it to always stay below full energy. But guess what ? Enemies can still manage to shoot you down during the small interval it takes to recast Vengefull Rush when it runs out... And that can happen a lot somehow...

  5. il y a 49 minutes, SPARTAN-187.Thanatos a dit :

    At the very least, Serration, Hornet Strike and Pressure Point (Primed) could get reintroduced as new mods

    • Serration - could turn into a Melee Mod that increases chance to proc Major Trauma on a Target.
    • Hornet Strike - turns into a Primary Mod that increases the chance to proc Confusion on a Target.
    • Pressure Point - turns into a Melee Mod that increases the chance to Stun a target and open them to Finishers.

    If by "reintroduced", you mean "converted to", why not, so we don't totally lose the time invested in those mods.

     

    On the case of multishot, i think the concept in the game is mostly fine, but the problem is that the value on the mods are just too high. If Split Chamber only gave 30% multishot, you would probably still see it on status build, but maybe not so much on critical build on slow weapons as you'll probably want as much damage in one shot as you can (especialy on marksman weapons).

  6. I'd really like if the devs at least do something about mandatory mods and powercreep in general. Maybe they could remove mandatory mods and reintroduce them as a General Warframe skill tree we could pour endo in to level up (a la Focus but for our warframes and weaponry) where our power level (aka straigth up damage and defense numbers) is more tied to those trees and thus would be in a more balanced and controled environment (and also new player friendly).

    I'd like mods to be for heavy customization of our weapons, but right now it's more about increasing our damage or/and crowd control as much as possible in order to deal with armor and health scaling.

  7. il y a 2 minutes, TotallyLagging a dit :

    One-shottable asswings that consumes charge each use that slides around and also have a height limit isn't my idea of fun 

    And let's not forget archwing do crap damage in the plains. Granted Elytron would be OP on the plains if archwing damage actually mattered, but there's no point using any of the other damage abilities when you can do so much better with your weapons (And Odonata's Seeking Fire is still crap even in normal archwing, since 3 years ago).

  8. Il y a 9 heures, TheHellraiser a dit :

    ty for the info but is there valid proof about that? constantly hearing numbers from ppl but no one has an actual source/proof.I keep hearing 2% and 10% and not sure which is real or if neither is

    I'm getting eidolon gems at a satisfying rate when i'm really searching for it, but when you find a node, you basically have a 1.5% chance for it to be the eidolon gem you want (30% for it to be a blue node, 10% for that blue node to be an eidolon gem and then 50/50 for Sentirum or Nyth). So it can be pretty random and i can understand it annoys a lot of people.

  9. If it was up to me, i would combine the Impact and scaled Puncture procs in the New Impact proc (So a normal stagger, followed by a up to 90% damage reduction for 6-8 second) and for the New Puncture proc, I would simply make it ignore the enemy armor value (If your weapon is dealing 100 total damage from which 50 is puncture and you get a proc, you would deal the full 50 puncture damage and the 50 other damage would be normaly reduced by the armor value. So if an enemy has 99% damage reduction from armor and you proc puncture, you would deal 51 damage instead of 1).

  10. il y a 29 minutes, TheHellraiser a dit :

    obviously asking too much,do we at least have an actual %number so I can tell if I am throwing my time away to a far fetched dream?

    When you mine a blue node with the tier 3 cutter, you have a 10% chance to get a Nyth or Sentirum.

  11. It does though, damage type symbols only appear when a proc trigger, it actually has "nothing" to do with the type of damage you're dealing. Amps do purely Void Damage, but I know that Shwaak Prism and Shraksun Scaffold can easily trigger an impact proc. Another example, some stance have slash procs within some of their combos and whatever damage you're using (even full elemental) it will always proc the bleeds (like Dark Dagger with the Stinging Thorn stance)

  12. Yeah, the cost on some of these arcanes are hema-high, as in way much more than what the game normally demand from us for those kind of ressources. Some of them are really strong though, Magus Husk coupled with Basilisk Scales gives your operator 390 armor, that's 57% damage reduction, and Magus Elevate is broken strong, it's free healing for your warframe whenever you want, just by spamming transference (75% chance to gain 100 HP each time you go back in your warframe).

    Right now, i got myself a full set of magus vigor, but the other arcanes i'm interested in cost too much to be worth it for what they do. I mean, come on ! 71k cryotics ! I'm playing since the release of the game and i think a barely earned 100k cryotics. Even the Sibear's cost (30k cryotics) was crazy when it released.

  13.  

    Il y a 2 heures, --CoB--Rooshi a dit :

    On another note, why does VOID damage do impact damage. Can anyone explain this?

    Some amps have a high chance to proc a stagger (impact). Just an additional feature.

    About Operator damage : I totally think void damage should ignore armor, and the more i think about it the more i'm asking to myself if it shouldn't ignore any form of damage mitigation, so armor but also shields and damage reduction (aura or innate).

  14. Right now, we have 2 melee systems that people rarely use : Channeling and Charge attacks. How about we fuse the 2 systems into one and tweak the numbers on channeling/charge mods values and, damage values and channeling cost per weapons ? Now, we'll have 1 key to do a big charged attack that cost energy but deal a lot of damage and have some special utility depending on mods setup.

  15. The main problem I have with operators right now, as far as combat goes, is the same i have with warframe damage powers and weapons : Grineers.

    A room full of level 50-60 Corpus or Infested ? Sure, if i'm careful with my positioning, i can take them with only my operator powers and amp without to much trouble.

    A room with a bunch of level 50-60 Grineer ? Cool, my operator powers deal next to no damage now and I have to empty my whole amp energy just to kill 1 heavy. Also, good luck dodging hitscan weapons !

    Our weapon's damage increase exponentially with mods which makes taking on armor scaling somewhat possible. But that's not the case with our power's damage.

  16. The system to gain focus was bound to fail to begin with, because it is tied to affinity gain which is, since the release of the game, really inconsistent. That's why we got problem like draco, viver and i also remember, really early in the game's life, a node on saturn(i think?) that people grinded because it had insane spawn rate for the time(compared to now it was normal but back then the general enemy count per mission was way lower).

  17. 8 minutes ago, Ranchpig said:

    I've bought most of these frames after equinox because they're just take too long,.. but decided to farm out gara.    I've done quite a few of these bounties and haven't gotten any blue print.    Does anyone know the drop rate?  Even if it's 1% it helps lower my expectations.    I would have thought 1 out of 30 ea, would produce at least 1 bp.

    Each Gara Blueprint have a 7.37% chance to drop on there respective bounties.

    For info, on T1 and T2 bounties, you have 45% to get credits or some endo.

  18. You're probably confusing Void Ammo (white bar) with your Void Energy (blue circle). Zenurik passives only affect the capacity and regeneration of that blue circle. With +45% energy, you should be able to do 5 consecutives Void Dash instead of 3.

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