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gamingchair1121

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Posts posted by gamingchair1121

  1. 7 minutes ago, Baleverine said:

    While you can go heat ogris, heat is already applied with nightwatch napalm. Heat isn't being used as the main source of damage its being utilized for its armor stripping capabilities and/or minor crowd control effects. You're still getting extra damage out of the bonus and the extra room on the build means you can also build for crit. Sure its only 27% with critical delay but is a bigger dps increase than running heat and filling up those two crit slots with two elements needed for corrosive/heat or viral/heat.

    unless they changed it, the more heat modded onto the ogris, the more damage the heat proc ticks from nightwatch napalm will do, which includes the progenitor bonus

    also wait, why would you mod crit on a status weapon? does it actually work?

    9 minutes ago, Baleverine said:

    The Spirex AoE does not benefit from hemorrhage at all. This build has been tested to hell and back. Its sub-optimal in every way. Meanwhile magnetic is a hard to source element and therefor will almost always be a boost to any weapon using the galvanized status mods regardless of situation or frame pairing. This is also why so many of the secondaries take it.

    yeah I realize that now, pretty sure I didn't have the spirex at the time, and wouldn't have known that the hemorrhage slashes from the aoe were as weak as they are

  2. On 2023-08-14 at 7:39 PM, Zakkhar said:

    No need, can use operator or ability to kill anything with opposite rift status.

    14 hours ago, (XBOX)Player244024418 said:

    Good tip thanks.

    actually, operators are only able to damage enemies in the material, they can't affect anything in the rift at all besides from using abilities

    still useful for things like nullifier bubbles or killing from inside a cataclysm though

    • Like 1
  3. never seen a use for them

    rng based buffs that randomly select the frame and stats, basically rivens but even less consistent

    being one of those people that uses two frames and only those two frames (limbo and yareli), I don't see either coming up very often, if ever. even with how you can select any frame of your choice every ten weeks, that's still not enough to convince me when there's a one week timer on the buff.

    I can already solo the majority of content anyway, not like I need more power, and from a limited time buff, that is

  4. 1 minute ago, Zahnny said:

    Quick question since I hear this a lot but never ask.

    Is it specifically the Haste mote that you hate, or do the Shock and Vitality motes bother you too? Because if not it might be easy to just allow only the Haste mote to be removed.

    speed because the majority of weapons either run out of ammo or the feel of it is ruined (like slower weapons being fast). some weapons don't want speed at all, like rapiers so you can angle the hitbox during heavy attacks to hit more enemies, or internal bleeding/hemorrhage builds.

    shock because it messes with headshots, and the one(?) second cooldown on it makes it even more annoying since its kinda just random when it triggers

    vitality's fine though its just health

    • Like 3
  5. 4 hours ago, TheGodofWiFi said:

    That bandwagon has long been rotting away in a derelict stable for years at this point. You're a bit late.

    Limbo users were never that bad.

    I think they meant users in the sense of the different ways people use him

    kinda like how wukong mains use the staff and the users use the clone and afk, limbo mains enjoy playing him and synergizing his abilities while avoiding disrupting the squad, but the users either don't care or actively try to troll

    • Like 1
  6. 6 minutes ago, SqWilli said:

    with Unairu the first upgrade Poise it doesn't apply knockback/slow/stagger at all for 40 seconds fully upgraded so you CAN aim at your feet.. tip: read the whole thing before telling me how things work <3

    what I meant with that was if you don't aim at your feet, you won't have to deal with staggering yourself

    was just giving you a tip until they fix it

  7. 5 hours ago, Marvelous_A said:

    I wish people would understand making ideal challenging content WHILE NOT LOSING WARFRAME'S ATTRACTION is just fundamentally not possible for Warframe. It's easy to make things difficult for players but Warframe arsenal is just way too variable and overpowered to create reasonably challenging content for all sorts of players. Devs would have to homogenize our loadout for that to bring everyone to a similar power level, like Kahl missions and exploiter orbs.

    that's why DE should start making miniboss enemies that copy our power

  8. 7 hours ago, taiiat said:

    your bare minimum is 2x Crits, 2x Elemental, 1x Attack Speed, Corrupt Charge, Damage - but that's not really quite a full Mod config yet, to me. i see holes in that, still need Condition Overload, maybe Reach, Gladiator Might, maybe a Riven, maybe Reflex Coil (since even base Combo has a cooldown), Et Cetera

    oh okay that makes sense, usually I don't put elements since the slash is what does the damage

    7 hours ago, taiiat said:

    these are Melee Weapons which are exceptionally effective with Heavies, that's the point. it's not the norm and i also argue that for them it's majority leaning on that their Heavy has forced Slash. if it didn't, they'd be looking for a significant Damage boost to hit the 'passable bar'.

    yeah a lot of it is the slash, one time I tried making a heavy build for the shildeg, it just did not work no matter what I tried

  9. 8 minutes ago, taiiat said:

    it's not the only way, but there's no reason not to. if you don't feel like you need or want to, the Enemy Level is probably not high enough to encourage you to do so strongly enough. increase the Enemy Level some more in order to make it the natural thing to do.

    wait, what other way is there? yeah sure there's damage buff abilities, but those also work on guns too (also I kinda need helminth for pillage so that's not too much of an option for me).

    29 minutes ago, taiiat said:

    and to have the Mod space to fit the couple Heavy specific Mods plus all of the usual necessary stuff. it can be a tight fit on some Weapons, but the point is that it's a minority of Weapons which are highly suited for it versus all of the Melee Weapons.

    what mods do you use on your heavy melees? usually I'm able to fit in all the mods I need perfectly.

    35 minutes ago, taiiat said:

    each individual Heavy just isn't strong enough to use it at the 2-3x area over and over and still put out very high Damage. for the vast majority, you'll use it occasionally to finish something off, where you're hopefully build up to like 7+ by the time you need to use it.

    otherwise unless it's at lower Enemy Levels, that Heavy will just be a wet fart, you won't have the Multiplier up high enough yet.

    when built correctly, heavy melees will absolutely do enough damage to be worth using. my reaper prime can get ~30k damage per slash tick, and if you're willing to get into rivens for one, my destreza can get up to 100k per tick. maybe you're not building for heavies correctly (as you did say you run out of mod slots)? if the build is centered around light attacks though, that is definitely true, heavies will be somewhat weak until you build up combo.

  10. 1 hour ago, taiiat said:

    that's fine? Guns helping Melee with Status Effects and visa versa is like, the entire cool part about these Mods.

    but that's the problem, using guns to help your melee do more damage is the only way to get melee to do reasonable damage. guns can get 360% damage and maybe some more headshot multiplier just for getting some kills (which is very easy) and it doesn't even take up a mod slot, while the best melee can do is 165%, and only maybe the 360% that guns get if you can fit a primer into your setup. it should at least be fair, right?

    ofc stance multipliers exist, but from what I've tested, not even that's enough to make up for the damage difference. and not to mention that guns have a nearly infinite range while melees only average at around 2 meters of range, which can only be increased through mods.

    1 hour ago, taiiat said:

    uh, what Melee Weapons are incapable of doing good Damage without priming. obviously there's fodder Weapons but aside from those.

    iirc, some of the only light melees I could ever get to be good were the scindo (cd/tox/slash riven) and the dual keres, even some of the top tier melees like the nikana and gram were okay at most. now of course, specifically looking at light melee, they were very good, but I can't just not compare light melee to guns because why would I use a weaker and short ranged weapon over a stronger and long ranged weapon?

    of course it could have been my builds (I did try to avoid combo mods slightly and I did add combo duration for the qol), but I'm not just going to switch off unairu to naramon purely to make my melee usable, I do like my operator being viable (I still question why this is even a choice in the first place, DE does want us to use our operators, right?)

    2 hours ago, taiiat said:

    there's not that many Melee Weapons even suited well enough to spam Heavies currently. it's an outlier to be highly capable of doing that, for the vast majority of Melee Weapons

    a good heavy attacking melee just needs good stats, multipliers, and hitboxes. good examples of heavy melees include the hate, tenet livia, azothane, pennant, venka, destreza, and reaper prime, so there are quite a lot of them, I wouldn't quite say they're outliers.

    2 hours ago, taiiat said:

    Heavies used more than occasionally is worse than the lights/normal attacks.

    what exactly do you mean by this? like in terms of damage or the health of the game (like how you should use mostly use light attacks and only heavy occasionally)? I can't really tell with how you worded it.

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