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(PSN)IkariWarrior83

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Posts posted by (PSN)IkariWarrior83

  1. Forgive me for not reading the 30 pages of feedback, but I'll just chime in here and say that my biggest problem with Ember is that she's built like a support frame, but her abilities lean toward damage-dealing tank abilities. (the Glass cannon problem everyone has been mentioning)

     

    I recommend buffing Ember's armor to at least equivalent to Oberon.  She needs something to fall back on when her energy is at zero.

     

    Also: I agree with doing away with accelerant.  An ability to make your abilities more damaging (and doesn't help your allies unless they have fire damage or are playing ember, too) is redundant, flawed, and overall useless.

  2. Yes, bullets will go through them. Rebecca said it somewhere in the Nekros change psa thread.

     

    If I could suggest another thing it'd be the ability to control them ourselves.(go there,attack this,stop being in cover & follow me...)

     

    Same for kubrows.Same for hostages. Same for invasion pals.

    I agree, on all counts, though it might be hard for the latter two since Hostages and Invasion pals don't belong to a specific player, though Hostages could follow the commands of whichever tenno lends him a pistol.

  3. Would it be possible to allow allies to shoot through the shadows?  I mean, they're shadows, right?  As it is, they get in everyone's way and make the already-aggrivating sniping situation worse.  Is there any way to make the hitboxes like a two-way mirror, such that enemies are stopped and damaged by the shadows, but allies can run and shoot through them?  It's kind of distracting when I'm shooting a fully charged Dread shot and the arrow goes nowhere.  Just an idea...

     

     

  4. the doors <snip> divide the mission to make sure players dont get overrun or the AI dont all die in one room. If you have not noticed the doors do not allow for AI enemies to pass through. While they seem annoying, many players dislike players who rush through levels and dont take the time to search for loot or treasure rooms.

    But for what reason is the mission divided up?  If they put a "buddy door" in front of every major objective, I think that would be understandable, not just for rescue missions, but for sabotage, capture, etc.  Then they would serve two better purposes:

     

    1) Allow your team to regroup before engaging in an objective 

    2) The previously-mentioned wipe out all enemies, turn off all alarms, reload/energy pad/ammo pad

     

    Having a buddy door just slapped in the middle of a mission which leads to an empty hallway is stupid and pointless, it might as well be another door.  Hell, I've run into buddy doors that lead NOWHERE!  The objective isn't that way, extraction isn't that way, there's no rare loot inside, it's just a buddy door for the freaking sake of it.

     

    Only two locations I know of don't have these doors: Earth and the Void [Derelict], and I may be wrong about Earth.  But these are the places that (in my opinion) are the most fun to explore because they don't just stop the player mid-mission.  

     

    When I first saw this thread I thought "what's the big deal?" But I've become increasingly irritated every time I see these doors because they're a giant stop sign that physically forces you to stop, often for no reason other than "because."

  5. Lets make a list:

     

    Shurikin - good for a quick bit of damage while reloading (I actually didn't know about the bleed proc which is even better)

    Fireball - good for a quick fire proc, but I agree, I'm not a fan

    Slash Dash - good for a quick mobility boost

    Freeze - I agree this ability sucks.  The aim is completely unreliable and it doesn't STOP enemies, just slows them down.

    Soul Punch - this is super effective against heavies, especially when doing defense, and ESPECIALLY useful with the augment mod

    Smite - this ability is great.  I main Oberon and I frequently need to blast an enemy so I can gun him down, especially if I don't have enough energy for Reckoning (which in ODD is frequently)

    Rhino Charge - good for a quick mobility boost, but I agree it's inaccurate and plain lame.

    Venom - I never learned how to use Saryn properly, but I'll agree this ability isn't so great

    Pull - Mag gets no love, her #1 is great

    Mind Control - do you not play Nyx?

    Sonic boom - Banshee's #1 needs work, it's basically a melee attack which doesn't suit her play style at all

    Tail Wind - This is what makes Zephyr fun!

    Rip Line - Yeah, not exactly useful by itself, but when you're in histeria mode, is Valkyr's only ranged attack

     

     

    I snipped out the ones I haven't used, and plugged in the ones I have used

     

    the only abilities i have a problem with are the ones which force you to have the cursor over the target to cast it :<

    That's 50% of Ash's arsenal and Smite, lol.  But I agree with you!

  6. A review of the frame as it will still be on consoles for a while yet is just as valid, it might be useless to PC players but it could help a newer console player avoid something they may not enjoy.

    Well, I don't want anyone to avoid it, but having played offensive (Oberon, Mag, Ash) and support (Banshee, Nyx) I just feel like Nekros' role is poorly defined.

     

    If you can get a height advantage with soul punch casting down into a group can hit more than one enemy at a time with some splash damage.

    Sort of similar to how arrows cause a targets body to do damage to those behind it if I remember correctly.

    I'll keep this in mind.  I've put too much effort into acquiring Nekros, I have no intention of getting rid of him.

     

    I hated nekros until the soul punch augment. Now I can't put him down. The smug satisfaction of reviving a downed team mate instantly feels so good.

    It disappoints me that soul survivor has to be a necessity to the configuration of the frame, y'know?

     

    Farmer Nekros... a sad use of a cool theme.

    That's what it frequently boils down to for me.  Nekros seems to only reap resources and orbs, rather than souls.

     

    Seem like people just don't know how to actually play Neks.

     

    The frame is supposed to be up front at all times but only at certain levels (low/mid). The reason for this is equilibrium, basically, Neks is a masochist and works BEST whenever taking damage for infinite casting. Neks MAKES the battle field, kill a bunch of enemies, desecrate, and it's pretty much home turf. Can cast plenty, can heal more while getting more loot.

     

    The frame needs a good balance of duration. This is the main reason why Terrify is grossly understood. Farmer builds makes it impractically short and Shadow builds make it last way too long. It seems like the frame was designed with max efficiency in mind, extremely long timer on both Terrify and Shadows can be hit with negative duration and still be good but just not too much of it. One duration mod is plenty good for a build.

     

    Terrify itself is a GREAT skill, when built and used properly. It's not a defensive CC, it's offensive in nature. With ten or so seconds, a Neks can EASILY kill all fleeing enemies. At worst, it will bench heavy units for time+travel back time. The debuff is great since it actually scales.

     

    Shadows is another skill that's greatly misunderstood, they are meant for cannon fodder (8 targets instead of 1) while still doing SCALING damage. AI does need tweaking though, since it's known to be dumbed down.

     

    Soulpunch is bad and does need a rework, would be amazing with uninterrupting casting though.

    I freely admit I don't know "how" to play Nekros.  Perhaps I'll post in "Players helping Players" to get more tips.  The same could be said of Oberon.  People hate him because he's considered useless before you get Reckoning, but they ignore how valuable smite and renewal are.  

     

    It's frustrating having the frame at the front lines.  Nekros' movement speed and armor rating (even with maxed vitality, redirection, and steel fiber) do little for him in terms of taking damage.  

     

    I will agree that Terrify should be used offensively.  I never thought to run into a crowd of enemies and cast Terrify to make them flee or herd them toward other players.

     

    Shadows of the Dead is atrocious.  The damage may be scaling, but the extra cannon fodder gets in the way of allied attacks.  It's not as spammy as other attacks in terms of number of times it's cast, but it's as spammy or more spammy than other attacks because Nekros' cannon fodder is constantly in the way, plus the visual clutter.  It's especially problematic for Defense missions.  I guess the answer is don't use Nekros on Defense?  That sounds like a pretty shoddy solution to what sounds like a balance issue to me.

     

    Edit: I should add that I appreciate your input, LocalHentai, and I will use Nekros a bit more offensively and see how it turns out.  It could very well be that my frustration is based in my inability to use the frame properly.

  7. I agree, with one exception. The friendship door at the entrance to the Rescue room should stay, because it gives you control of when you open it. This gives you the opportunity to clear out any nearby enemies, turn off the alarms, and proceed with your stealth.

    +1.  Those doors suck under all circumstances except this.

  8. Dudes, we need to talk about this.  It's annoying and obnoxious an the more ally NPCs we get, the more it's gonna suck.

     

    Guys, please please please add screen name labels to ally NPCs.  When an ally throws out a specter that they bought, like a MOA, it just says "Shockwave MOA." Instead it should say "IkariWarrior83's Shockwave MOA."  That simple change will have players wasting less time trying to kill invincible ally units.

     

    Please do the same for Shadows of the Dead, and/or put "shadow" at the end, so that it says "IkariWarrior83's Healing Ancient Shadow" or simply "IkariWarrior83's Shadow" and remove the enemy name altogether.  I've done plenty of Dark Sector Survivals where my allies are shooting at my shadows because they've never played with a Nekros before, or the game glitches and the "shadow" texture isn't applied.

     

    I would suggest doing the same for invasions, too.  Put "Allied Heavy Gunner" or "Allied Crewman." That kind of change is less necessary, but no less helpful.  We kill so many Corpus and Grineer, it's sometimes easy to forget which side we're on, and shooting at the wrong targets.  We quickly figure it out when they take no damage, but it saves time having them labled from jump.

  9. In sum: Nekros is a cool-looking frame with an awesome theme of necromancy, but I don't understand what his role is supposed to be.  

     

    After doing about 9 or 11 ODAs, I got all of the pieces for Nekros.  I had been trying for a while, and was finally able to build him.  I was excited at the prospect: this skeleton-looking dark, ominous frame with its ridiculously expensive blueprint seemed like it would just wreck everything.

     

    Before I get into the meat of my review, I wanted to lay out my biases:

    1) I am primarily an Oberon player.  Love 'im or hate 'im, Oberon is my favorite to use.

    2) I put a reactor in Nekros, and got it to level 30 but have not forma'd it at all.

    3) I know that Desecrate will be getting a buff of some kind, but until that's implemented, this is my review of Nekros as he is, not as he will be.

    4) I know there are other Nekros threads out there, but they all seemed to be "Fix Nekros"

    5) My mastery rank is 11, for whatever relevance that may have to the conversation

     

    Abilities:

    Soul punch - Good first ability.  It does okay damage and it has the ability to ragdoll the target.  Ideal against heavy targets to knock them off their feet so you or a team mate can take them out.  I appreciate the augment that allows you to res an ally instantly, too.  It definitely gives Nekros a lot of potential utility.

     

    Terrify - I don't understand this ability, and perhaps I would enjoy the frame more if I did.  Terrify doesn't seem to do anything, and whatever it does, doesn't seem to last long.  It seems like anyone who uses this would be disliked because it would scatter targets instead of forcing them to group together.

     

    Desecrate - The reason most people get Nekros (myself included) is for that extra re-roll, to make resource farming easier, or to make survivals last longer, or to make survivals last longer for resource farming.  I feel like Nekros is the only frame with an ability that affects only dead targets and simultaneously NOT live targets.  Useful for what it is, but in general not that great.

     

    Shadows of the Dead - On the surface, this ability seems useful.  Resurrecting destroyed targets and having them fight for you for a limited duration.  It's what truly gives Nekros his necromancer feel.  It's hard for me to gauge the kind of damage this ability does, because I don't know what the damage is based on or what my shadows are doing at any given time. 

     

    Conclusion:  I'm not entirely sure what Nekros is supposed to be.  It's definitely not an assault frame like Rhino or Valkyr with its armor rating of 65.  It's not an assault frame like Ash, either, because Ash's armor rating (or lack thereof) is balanced by his ability to go invisible and teleport and cut down a slew of enemies in one go.  Soul Punch is good, but only for one enemy at a time.  Shadows of the Dead seems good, but I feel like they're not aggressive enough, so they all bunch around Nekros confusing allies into thinking another player or objective is being attacked.  Additionally, the shadows clutter up the screen and will get in the way of ally shots.

     

    I suppose Nekros is a support frame, but the support abilities are really 'meh.'  Terrify doesn't seem to do much.  It might be useful for scaring off enemies so you can res an ally.  Desecrate is useful for farming, but I feel like if you're dedicating 25% of a warframe's ability to cut down on the grind, it was designed wrong.  Aside from Terrify, Nekros doesn't have anything to affect the enemies en masse, as opposed to Banshee or Nova, who are by no means assault frames, but can seriously cripple the enemies around them before bringing them down.

     

    The problem with using Nekros is the expection of being the designated farmer.  I don't know about the rest of you, but that doesn't exactly exclaim fun to me.  Whenever there is a discussion about farming for resources, my group plays a game of "not it" for Nekros.  We all have him and don't want to use him.  I'd say that's a fundamental flaw.

     

    If you actually read all of this, then thank you for your time.  If you read my summary and jumped to make a comment, that's cool too.

  10. I love my Vectis, but I find the Dread to be more versitile.  I enjoy being able to fire an arrow into a crowd, and kill the entire crowd.

     

    Vectis is great for most modes other than Defense (though I'm sure the OP made it work in defense, too).  It works especially well in the Tower because there are so many perches that one can get to and snipe from.  

     

    Perhaps I need to slap metal auger or shred on my Vectis, because without punchthrough, it's a hard weapon to recommend.  I will say that I like it more than Paris Prime, and I apprecaite the sniper scope over the non-zooming aim of bows, even if some folks dislike how "gaudy" the scope appears to be.

  11. I was in a sabotage map on Ceres.  Full squad, the "youngest" of the group was a mastery 8.  We were all lost beyond belief, due to the nav points bouncing whenever we took a turn around a corner, or went up a flight of stairs.  <snip>

    Ceres, Europa, and Phobos are the biggest offenders.  They're the most interesting to traverse in terms of room variety (though I've REALLY been hating Europa lately), but they are an utter nightmare for interpreting that waypoint system.

  12. Agreed.  Aside from maybe improved throw speed, the weapon does pitiful damage, and lacks the kind of basic utility that the Kestrel has (which will knock enemies over when thrown).

     

    My Galatine swings faster and does copious amounts of damage compared to Glave/Prime.  There's no reason to use the thing, as there's no reason to hurl your melee weapon when bows and guns are more effective for distance targets.  It's nice to be able to quietly smash Corpus cameras when you don't have a stealth primary/secondary, but directional melee has basically outmoded it.

     

    Glaive needs a buff, even if you don't improve the throw damage, the base melee damage needs a buff, stat.

  13. A single person having the booster should affect the drop chance correctly regardless of who does the killing. Same goes for the other boosters, though this drop chance booster is the only one that affects the entire squad.

     

    I've messed around with Nekros while using the booster but didn't seem to get any added effect. Though I could have just been not noticing.

    Does the booster stack?  If everyone in the squad has a resource booster, does that increase a 2.5% drop chance to 10%?

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