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Chroia

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  1. Disclaimer: Have read the post, seen the gifs/devstream, but this is with no actual hands-on experience- which might allay some concerns. Responses to OP are below the *****. Alright, so. What is the purpose of melee? What's its niche? What's its intended method of use? To wit: How much support is it intended to need? In level-appropriate content, enemies are dangerous. They won't gib you, but you certainly can't afford to ignore them. And every faction has ranged units. Every faction (barring Sentient, as of U25) have persistent-AoE/Area denial units. The fact that Phase 2 is bringing a gap closer (W + RMB + E) to all is excellent, but from a test I did probably a year ago, after 5 seconds from engagement, a lancer at 60 meters will hit you walking 80% of the time, and their accuracy malus is linked -as far as I can tell- to your movement speed. (Which is why you'll frequently get shot out of the air while ADSing, but are mostly find just parkouring.) And how fast is a player moving while meleeing? Even with the 'concurrently shooting' AI cap, that's gonna be a lot of incoming damage. "Then block!" you might say. "Blocking grants 100% damage reduction now!" Sure. But you've got a limited cone, which might help in, say, Exterminate, but won't so much in pretty much anything else, where enemies spawn around you. And more to the point: You can't attack while blocking (and vice versa), so if you want to actually kill the person shooting you, you're gonna have to stop blocking. (Unless you're going for an Amalgam Javlok reflection build, I guess.) Even Infested, as hugely weighted to melee as they are, have Toxic Ancients, which will instantly grant a huge damage increase to anyone in their radius - which, by the by, is most likely larger than your melee range - and making your garden variety Charger suddenly threaten instagibs. So, back to the question: How much support is melee intended to need? Use it on tanky frame, say an Inaros, Wukong, Rhino, who can take a beating and keep swinging, sure. Use it on a Vauban, to burst down CCed enemies, sure. Use it on Ash/Loki, because invis, absolutely. Let's call that a twenty frames fitting into one category or another. That still leaves better than half the roster which will have trouble actually using melee. Melee's been "viable" primarily due the Maiming Strike/Blood Rush interaction, and the sheer AoE granted by Polearms + Primed Reach. This gave mobility (via slide attacks), AoE clear (via range) and scaling (via BR). But the linchpin here, imo, is the MS. The movement speed that slide-attacking gave you went a long way towards counteracting the vulnerability of being, well, melee. (Yes, I'm ignoring CO atm.) And, with respect to Phase 2... it lacks that. ***** Melee Mode and Dedicated Blocking I call it good. * Blocking blocks 100% damage This was needed, but see above "Then Block!" - it's still of limited actual use. Dodge Cancel / Tactical Dodge No more animlocks in melee? I call this amazing. Combos Mostly wonderful, I think. Will need to try it. That said: * Hover Air Combo (Back + Melee while Jumping) Gut reaction: Ugh. Maybe it'll handle better than I expect it to, but first instinct is "bleh". Smoother Combo Transitions Melee's needed this for ages. I'm looking forward to it. Changes to Slam Attack Alright. Lifted status Urgk. It's not quite as glaring an anti-grav effect as beat'em'ups, but I loath juggling. It completely and utterly breaks my suspension of disbelief. It's one thing to go 'well, I use space magic to stomp and enemies get suspended midair' and another to go 'I HIT IT WITH MY STICK AND BREAK GRAVITY!'. That said, *shrug*. Maybe it won't be as bad as I fear. 😐 Heavy Attacks * Heavy attacks can now occur at any time :thumbsup: * Heavy Slam attacks will consume all your combo A) Given how uniform enemy eHP tends to be, sounds like you're meant to build and discharge combo frequently, yes? B) Sounds like this will compete with Blood Rush (well, and Weeping Wounds - but sadly, that one's hugely undertuned, so no one'll care) for a common resource. Which, barring significant changes to melee statlines or Blood Rush, sounds like a losing proposition. 9. Mod Re-balancing and Functionality Changes * Blood Rush see above, re: Heavy Attacks and combo. * Condition Overload - Now stacks at a maximum of 3 Status Effects, A weighted IPS weapon with decent status and 2 60/60s hits 3 status effects fairly easily, all on its own. Unless you're intentionally removing 'status-priming secondary/primary -> status CO melee' synergy, I'd recommend upping the cap to 5-6, otherwise you're just incentivising status gun+crit melee with CO. * The channeling mods look quite good now, with Focused Defense seeming the most lackluster. Note: What-if-anything is happening to Parry and Reflex Guard? * Maiming Strike I get it, but really, afaik all it needed was not to scale with BR. Something like: Crit chance = (1 + Blood Rush * combo tier) * (Base Crit chance * Crit chance mod) + Maiming Strike. * Weeping Wounds - Increases Status chance in a Stacking Multiplier, increased to 60% at max level. WW is undertuned (because status chance over 100% does nothing, so the devs try to avoid passing it, if I had to guess). Don't get me wrong, I'm glad for the buff. But unless that's an additive 60% (like the MS/BR interaction), and barring implementing "orange status" for over 100% status, or significant changes to melee statlines, or combo tiers are really easy to build; it really really needs to be a larger %, or at very least to grant its base bonus from a standstill (read: more or less 0 combo) - so it can be used to play with proc weighting, if nothing else. Base Range For the most part, I'm thrilled at this. That said: How will this interact with gunblade shots and thrown melee? Currently, range scales the size of the glaive. While I'm fine with the thought of throwing 14m diameter murderfrizbees, I'm not sure that's the intent. And while a flat 2.5m increase is amazing on a 4m base, gunblades reach 40m base (granted, with huge falloff), and a +2.5m increase on that is... somewhat less impressive. Love the greater detail in the Arsenal. Technical bits look good as well. Rage mode™: Remains to be seen. Think that's all I had. ***** Thanks. This was illuminating.
  2. I mean, they could do that, but 'hold' abilities don't flow. I'll take it if it's that or nothing, but I don't prefer it. Maybe switch it? Hold for current, tap for mobility? But that's probably confusing for new players. --- This is actually the other request I was going to make regarding Slash Dash, but haven't gotten around to typing out yet: Changing it to use the Naramon Void Dash mechanics (with a slash animation instead). No more collision, no pingponging, and (I think) should keep momentum, as well as allowing greater vertical mobility.
  3. I've actually been using it for the exact same reason, recently. I'm not asking for the 'hitting stuff' functionality to be removed, simply for a toggle, and ADS seems like a good fit. In other words: Slash Dash? Hit stuff. RMB + Slash Dash? Mobility.
  4. As title. I'd like the ability to use Slash Dash for pure mobility without stumbling over enemies. And personally at least, I never use Slash Dash while ADSing organically, so that makes a simple, distinct method of activation.
  5. As posted in the Devstream thread: Heat procs: Stacking - this is good, will improve Heat as a DoT. Spreading - neat. Melting armor - Under the current Damage 2.0 paradigm, I'm not complaining about more ways to strip armor. That said, I really feel like this is a band-aid/stopgap to work around enemy armor scaling, which will just leave you with more work to (un)do if-and-when you get around to actually dealing with armor scaling's outsized impact on eHP. --- Ember: You're not talking numbers, so I won't talk numbers - just mechanics. How spammy is Ember intended to be? Similarly, how many casts are intended to be needed to kill a given (say Sortie level) enemy? This is an important question, and is pivotal for the proposed heat gauge (as well as Inferno). Passive - Better than current, but honestly ignoreable. 10m is melee range. I honestly forgot that Nekros has a similar passive until I came across a comparison on Reddit, which tells you how impactful that is. That said, with only (maybe) one of her abilities being a duration/snapshot... Not sure how much that matters, as the delta oughtn't be too large between having and not having it for a given cast. Fireball - Sure. That said, what role is this intended to play? I have a barebones mouse, and a limited number of fingers. As such, I have a problem with abilities that want to be held-cast while I'm also moving. Immolation - A lot to go over, here. First, it's replacing Accelerant. I'm probably in a minority here, but I'm happy to see it go - it was her only effective ability, at this point, and it is very effective. But its very effectiveness is a crutch - instant, large AoE stun, on top of (assuming you've dealt with armor) a huge damage increase. (ofc, it's a short duration stun, which means spamming on the one hand, on the other, its augment is a significant damage boost.) Conversely, without the crutch, her nukes will have to function on their own, and she's losing her only remaining survivability tool. Now, onto Immolation itself: * Why would I ever want this not-on? In other words: Why is this an ability? The only reason I'd ever (potentially) have to toggle it off, is as a panic measure to avoid overheat... And then I lose the %DR - which'll likely get me killed anyway. * Immolation has a passive buildup. So it seems to me that when I'm 'in the sweet spot', I'm incentiized to stop casting and focus on using my weapons, with the occasional Fireblast to vent some heat as needed and lower the fill rate. Especially with a penalty as big as losing all your energy on top of losing Immolation's %DR. Personally, I'd probably make this her passive, change the overheat penalty to a self-DoT, and give her a different ability here. Fire Blast - The ring was pretty ineffectual, so I don't mind seeing it gone. That said, as her only CC, the propogation time hurts it. Immolation's %DR should cover the gap, but if it's effective enough, you won't actually need FB for survivability - and if it isn't, casting FB for the CC actively dumps heat from your gauge, reducing your %DR - lowering your survivability. Inferno - It's very pretty. This is a complement. It's very cinematic. This is not a complement. How spammy is Ember intended to be? Because - even without getting into LoS restriction funkiness - unless a single (Accelerant-less) cast of Inferno will clear the board in up-to Sortie level content, you're gonna have to cast it repeatedly, and I can see that becoming visually wearying - as well as undercutting the fantasy. --- Vauban: Tesla - I'm conflicted. On the one hand, turning it into latchers is pretty cool. On the other, I dislike the thought of having to depend on AI for my CC. 'Unreliable' is not a word you want to describe your method of survivability. Sticky Ripline - I really like the aesthetic. That said, does it not directly compete with Vortex? Why would I use this over Vortex? (Energy cost isn't a viable answer under the current energy economy, when +75% eff is basically mandatory for any spammy frame.) Nail Turret - Suffers from the same issues as the Azima's altfire, without its benefit of being moddable - No active targetting means it's unreliable, doesn't actually lock down its area. I mean, look at ~40:50 - it's cast into the middle of 8 stationary Butchers, and actually lands around 3 hits a second by the looks of it. Speed Pad - Sure, why not. :P Not sure how effective it'll be, but *shrug*. Open world aren't flat, and it's out-competed by (upgraded) chained Void Dashes. Indoors it'd work, but only in certain (primarily Corpus) tiles. Damage Amp - Effective, boring. Eh, sure, I guess. Orbital Strike - See Inferno. Pro: It's very cool. Some kind of target-level based scaling? Con: Slow (hopefully not stationary) cast animation, charge-up time, delayed stationary AoE. Cinematic. Rule of thumb: The harder a thing to use, the more rewarding it should be. Landing a blast on a non-CCed enemy wouldn't be easy. otoh, we're talking about Vauban - where, unless the targets are CC-immune (and that's a whole other can of worms), landing a blast becomes trivial. So, will it clear the affected area? Too strong. Won't? Needs recasts or spamming, which conflicts with the delivery method (read: delayed effect) and undermines the fantasy. Bastille / Vortex - Oh hey, it got armor stripping. 😐 See Fire Procs Meling Armor. On a max range build, Vortex currently ~40% the radius of Bastille, since it doesn't scale 1:1 with Range. I'd have to play with the new implementation, but I see that causing issues if it's unchanged (which I expect it is). That aside, I like it.
  6. Good Devstream. Informative, some banter but not getting sidetracked by it. Weapon Exilus - Between mandatory mods, Primed mods (esp on crit secondaries) as well as Umbral and rivens, many weapons are too tight a fit. You're either giving up on wanted mods to begin with, because mandatory mods outcompete them, or you're giving up on build flexibility to have the mod capacity for an exilus mod. I don't really see a use-case for this outside of melees, since they have stances giving them a large extra bit of capacity. Heat procs: Stacking - this is good, will improve Heat as a DoT. Spreading - neat. Melting armor - Under the current Damage 2.0 paradigm, I'm not complaining about more ways to strip armor. That said, I really feel like this is a band-aid/stopgap to work around enemy armor scaling, which will just leave you with more work to (un)do if-and-when you get around to actually dealing with armor scaling's outsized impact on eHP. Bat Ephemera - Neat. :) --- Ember: You're not talking numbers, so I won't talk numbers - just mechanics. How spammy is Ember intended to be? Similarly, how many casts are intended to be needed to kill a given (say Sortie level) enemy? This is an important question, and is pivotal for the proposed heat gauge (as well as Inferno). Passive - Better than current, but honestly ignoreable. 10m is melee range. I honestly forgot that Nekros has a similar passive until I came across a comparison on Reddit, which tells you how impactful that is. That said, with only (maybe) one of her abilities being a duration/snapshot... Not sure how much that matters, as the delta oughtn't be too large between having and not having it for a given cast. Fireball - Sure. That said, what role is this intended to play? I have a barebones mouse, and a limited number of fingers. As such, I have a problem with abilities that want to be held-cast while I'm also moving. Immolation - A lot to go over, here. First, it's replacing Accelerant. I'm probably in a minority here, but I'm happy to see it go - it was her only effective ability, at this point, and it is very effective. But its very effectiveness is a crutch - instant, large AoE stun, on top of (assuming you've dealt with armor) a huge damage increase. (ofc, it's a short duration stun, which means spamming on the one hand, on the other, its augment is a significant damage boost.) Conversely, without the crutch, her nukes will have to function on their own, and she's losing her only remaining survivability tool. Now, onto Immolation itself: * Why would I ever want this not-on? In other words: Why is this an ability? The only reason I'd ever (potentially) have to toggle it off, is as a panic measure to avoid overheat... And then I lose the %DR - which'll likely get me killed anyway. * Immolation has a passive buildup. So it seems to me that when I'm 'in the sweet spot', I'm incentiized to stop casting and focus on using my weapons, with the occasional Fireblast to vent some heat as needed and lower the fill rate. Especially with a penalty as big as losing all your energy on top of losing Immolation's %DR. Personally, I'd probably make this her passive, change the overheat penalty to a self-DoT, and give her a different ability here. Fire Blast - The ring was pretty ineffectual, so I don't mind seeing it gone. That said, as her only CC, the propogation time hurts it. Immolation's %DR should cover the gap, but if it's effective enough, you won't actually need FB for survivability - and if it isn't, casting FB for the CC actively dumps heat from your gauge, reducing your %DR - lowering your survivability. Inferno - It's very pretty. This is a complement. It's very cinematic. This is not a complement. How spammy is Ember intended to be? Because - even without getting into LoS restriction funkiness - unless a single (Accelerant-less) cast of Inferno will clear the board in up-to Sortie level content, you're gonna have to cast it repeatedly, and I can see that becoming visually wearying - as well as undercutting the fantasy. --- Vauban: Tesla - I'm conflicted. On the one hand, turning it into latchers is pretty cool. On the other, I dislike the thought of having to depend on AI for my CC. 'Unreliable' is not a word you want to describe your method of survivability. Sticky Ripline - I really like the aesthetic. That said, does it not directly compete with Vortex? Why would I use this over Vortex? (Energy cost isn't a viable answer under the current energy economy, when +75% eff is basically mandatory for any spammy frame.) Nail Turret - Suffers from the same issues as the Azima's altfire, without its benefit of being moddable - No active targetting means it's unreliable, doesn't actually lock down its area. I mean, look at ~40:50 - it's cast into the middle of 8 stationary Butchers, and actually lands around 3 hits a second by the looks of it. Speed Pad - Sure, why not. :P Not sure how effective it'll be, but *shrug*. Open world aren't flat, and it's out-competed by (upgraded) chained Void Dashes. Indoors it'd work, but only in certain (primarily Corpus) tiles. Damage Amp - Effective, boring. Eh, sure, I guess. Orbital Strike - See Inferno. Pro: It's very cool. Some kind of target-level based scaling? Con: Slow (hopefully not stationary) cast animation, charge-up time, delayed stationary AoE. Cinematic. Rule of thumb: The harder a thing to use, the more rewarding it should be. Landing a blast on a non-CCed enemy wouldn't be easy. otoh, we're talking about Vauban - where, unless the targets are CC-immune (and that's a whole other can of worms), landing a blast becomes trivial. So, will it clear the affected area? Too strong. Won't? Needs recasts or spamming, which conflicts with the delivery method (read: delayed effect) and undermines the fantasy. Bastille / Vortex - Oh hey, it got armor stripping. 😐 See Fire Procs Meling Armor. On a max range build, Vortex currently ~40% the radius of Bastille, since it doesn't scale 1:1 with Range. I'd have to play with the new implementation, but I see that causing issues if it's unchanged (which I expect it is). Aside from that, I like it. --- Titania Deluxe - doesn't appeal to me, but that's subjective. Razorflies pick up Tributes - This is great. Tributes increase Razorfly cap - Likewise. Thorns Tribute grants %DR - Given that Enemy Damage <-> Player Health asymmetry is in full effect, this is rather needed for damage reflection to work, yeah. This set of changes looks like it'd actually get me to use Tribute. Well done. Kuva Liches Nothing to say here, too convoluted, insufficiently clear and not enough information. Vampiric Kavat Huh. Unexpected, surprisingly cute. Guess we'll wait and see what its abilities are.
  7. A simple question this time: What do you guys see as the fundamental/overarching problems or issues that need to be addressed? I mean aside from the obvious, persistent 'need more content! D: ' and 'how do we keep Warframe interesting?' and suchlike. For example, Warframe's known to give very little direction ("I just finished Vor's Prize, what do I do now" is a reasonably common question in Region) or information (A common tip for new players is basically 'have the wiki open for the first ~2 months) to new players. You mentioned a new NPE this past Tennocon, and there's the new trailer, so you obviously consider this a problem, and it's 'being' addressed. Another example: Steve mentioned, in the 'run-up to Saint of Altra' Periscope stream, that armor scaling is a problem that needs to be addressed. Care to mention or expand on those or others? ----- This is an absolutely glorious post. Well done.
  8. Apparently I need to clarify. The sortie-ness of the surv is a non-issue, it's just the first surv I've pugged in a while. The comment about %air was to illustrate how few enemies were being killed, because they were all busy chasing people who were somewhere else. On the one hand, we have Ember, murdered because 'she makes the game unfun' because anyone who isn't the Ember plays 'chase the Ember'. On the other, we have an entire game mode that turns into that if people spread more than 2 tiles apart, and this is apparently fine. I'll edit the OP to reflect this. ----- I never said it did. The issue is that a game mode in which you spend 60%+ of the duration staring at an empty tile or chasing some rambo isn't particularly enjoyable. Fair enough. Like I said, the 'sortie-ness' of the mission wasn't the issue. Given the responses focusing on that, I'd remove that from the title if I could. Enemy Radar has no effect on enemy targetting/movement, according to DE_Glen's recentish AMA stream. I didn't say it was difficult, I said it was effectively just watching the timer tick down because I had nothing else to do. Where did I say any of that? Nice projection, I guess.
  9. Edit: Ignore the fact that the title says 'Sortie', that's not the point. I tried 4 different pugs, after giving up on recruit. (Thought I'd avoid hallway heroes and try for a Condition Overload at the same time. Spent 40 min on Eu and NA recruit. Total of 2 bites, both of whom had no patience.) People of all MRs (lowest - 6. Highest - 24) running way the hell off, literal human trains of enemies spawning near me, then haring off to run across the entire map, chasing down the one guy that's farthest away - I'd literally run along side them for tiles at a time. I was on a freaking max range Desecrate Nek, and not a single squad had more than 30% air for more than 60 sec after my popping off a LS tower. Edit: The above is to illustrate how few enemies were being killed, if that's how little LS there was in a sortie 1 surv, not even a serious surv. Yes, players are idiots. It doesn't help that the game never lets you know that the real enemy in surv is pathing, spawn logic and agro logic. It's really sad to think that I used to enjoy surv more when it was sewer camping. At least then I actually got to fight stuff, as opposed to trying to hunt down stray enemies and my idiot teammates. Edit: To clarify, because some people might make assumptions - No, that comment isn't about me joining a pug and then aborting when people ignore my demands that we camp. I'm not that much of a self-important, oblivious idiot. I didn't. I disliked sewer camping. But at least then It's about people being within 2 tiles of each other, forget affinity range. In each case, I aborted after 2-3 minutes when it became clear that unless I chased a rambo to KS, I'd be doing nothing but wait for the timer to run out. Or, at very least, let me play solo with "4 player" spawn rates. Edit: Okay, this comment can be read as complaining that solo surv is too hard. I should have clarified that it's about poor combat flow in solo - low concurrent enemy cap + group spawns = enemies arrive in waves, not a consistent rate, which means half the time you're waiting for the next batch to show up rather than actually fighting something. All cleared up now?
  10. I'll admit, I've never loved the Nikanas. None of the stances hit the aesthetic I was looking for. Enter the Tatsu. I don't love the look of the weapon itself, but the stance, oh lordy lord. * Maybe it's the size combined with the visual simplicity of the weapon that sells it, but the 3E combo just looks believable, which is very compelling. * The pause combo actually deals with how one'd have to manage this huge sweeping bar of metal going all over the place (which, again, believable), and in praxis the pause lets you reorient to aim the final trio of strikes. * The block combo I'm honestly least impressed by, for (what I think are) the following reasons: No stab works for me in Warframe. I'm guessing it's an issue of perspective. (Malicious Raptor's gut-stabs almost work, but suffer from an inappropriate enemy recoil animation - you're stabbing them in the gut, and their head goes back. Breaks immersion.) Moreover, the stab is rather final, the sword stops moving, so the pivot to the... pivot... isn't a consistent speed. Which is also my problem with the spin into the slam - it's not a smooth motion. When he does the spin he's going forward, then stops and does a combat roll, which ends up being a forward somersault, somehow, which sets him up for the slam If I were to draw it, it's not a single line of action, it's 3, discrete ones, each going in a different direction, at a different speed. If it were smoothed out, it'd be gorgeous. The air-hang before the slam, for instance, is timed just right. I actually didn't plan to spend so long picking on the block combo. Probably just that I noticed it due to the weapon's slow base speed. It'd probably be fine once I get Primed Fury or Berserker on it. (Note: I dislike that +% attack speed exists/fast-forwards the weapon animations, but that's probably a lost cause.) But overall, as I said: I love the stance. Both the aesthetic and the gameplay feel. Cheers. P.S. Now that we have a Daikatana (which iirc is properly called an Odachi?) class, any chance of a proper Daikatana? Heck, I'd take a scaled up Nikana or even Skiajati. And since I'm already asking... [url=https://typemoon.fandom.com/wiki/Tsubame_Gaeshi]Tsubame Gaeshi[/url]? Maybe as a charged attack? Pretty please? :puppyeyes:
  11. Thanks for the advance warning.
  12. In mission. Can't replicate it in the Simulacrum. I know that they can't be hurt while the pulse is pulsing. It's not that. I'm not talking about shorter proc duration, I'm talking about no-selling. I've tried a 100%-status-before-multishot Akbronco P, Mara Detron, and while I do see damage numbers, sometimes the Juggernaut simply doesn't get any procs applied. And it's not Ancient Healers, I've seen it happen when there were no mobs around.
  13. It shows the Infested Flesh correctly. Can't speak to the values. But De Juggs is clearly armored (orange HP bar, weak to corr, not to rad, can be stripped), and this doesn't show up.
  14. Mission is yesterday's sortie 3, modifier was Cryo Leakage - shouldn't affect armor.
  15. First things first: I have no issues with the VA. She's acting a certain character, and doing a fine job of it. My issue lies with whoever wrote her lines and while whoever didn't divide them by... idk, pizzazz, bombast. A few classics: > Sockets 3 Ayatan Sculptires "It's going down..." > Mines 6 gems. "Ya'll see the boards light up?.." > Does 3 mod transmutations "One of our own believes they are the equal of our foe...!" > Pets Kavat "Ladies and Gentlemen. I present to you...!" Like Operator VO, it's the issue isn't (imo) the voice acting, it's the content often being inappropriate to the context, which is jarring. Her current, less overblown dialog is a much better 'blanket' fit. Cheers for that. That said, if you wanted to reimplement the Season 1/Intermission VO lines, you have a reasonably appropriate framework already in place: Acts have tiers. Sort the VO lines into 'good, great, amazing', and instead of all acts pulling from a global pool, have Daily acts playing 'good', weekly playing 'great' and elite playing 'amazing'. Can I guarantee it'll be a perfect fit? No. But certainly better than seasons 1, 1.5, and at least usually a good fit.
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