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lukinu_u

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  1. It doesn't work on subsumed abilities. However, given it's additional flat damage affected by critical multipier that can proc status (I believe ?), you can exploit : High critical multiplier to maximise the value of the flat damage buff, with critical chance for reliability. Large direct AoE and/or punchthrough. A rocket launcher (Ogris for example) is a small projectile that produce AoE on impact, meaning the small projectile will benefit from the electricity damage but not the AoE. What you want is something like the Arca Plasmor that directly shoot a big projectile. High status chance, potentially above 100% to get multiple procs from the same shot, ideally with status duration as well. Faction damage (including Roar) for double buff on electricity status. Damage buff based on the intial hit, which can either be Toxin Lash (exclusive to Saryn) or Xata Whisper, which is the only available choice here. Movement speed ability to charge the buff faster, which include Molt, Infested Mobility and possibly more. Based on these, without deeper research I would advise either something like Catchmoon or or a beam that trade raw DPS for critical/status chance and a high Riven disposition to maximise critical and status stats. With this, Roar is probably the way to go (if it work), unless you prefer speed abilities to charge each shot faster. Also keep in mind only one projectile will get the buff, so multishot (both innate or from mods) is not recommanded, leaving more room for other mods. Also make sure you test all of that to make sure it's true, because I haven't tested all of these myself recently so I can't guarantee it's still true.
  2. They mentioned in the past that they don't want to give incentives to do 20+ min runs aside from very specific missions (weekly or event) that rarely exceed 30-40min. I don't know if this vision still hold because it was a few years ago, but it seems healthy and appropriate to the game. Also, as you can see yourself from doing such runs, "Endurance" runs are not hard, they are just long and there is nothing to reward here. A better alternative to this are different mission type with a different objective, some constrains and higher level enemies as an extra layer of difficulty. This is what Sorties, Netracell, and other similar content aim for. I agree that most of these aren't enough of a challenge and we need stuff that goes further, but the weekly mission coming next update might be a step above and we could expect more in the future if people like it. About that last one, I think the way you can customise difficulty and get different rewards accordingly is the thing warframe needed for year and might actually be the door to actual hard content that challenge experienced players without frustrating casual players too much.
  3. Mmh yes that's right. Maybe a constant 5% decay on top ? For finishers, the amount of confusion points could depend on the finisher type ? For exmaple finishers from back or opened enemies would be 5, while front (from combo) and ground finishers would only be 1. Yeah it could instantly blind on hit, but disapear 1-3 second after so you can switch TP and it still draw some aggro even if triggering instantly. No, the Vanish effect isn't dispelled by attack, the temporary invisbility from headshot is dispelled when Vanish ends. When you cast Vanish, it stays for 20. If you land a (non-kill) headshot while Vanish is active, you gain invisibility that stay until your next attack. If Vanish ends while you are still invisible because you didn't attack, the invisibility effect will stop as well. So basically, if you land a headshot and get invisibility from Vanish, it will stay until Vanish end, unless you attack and don't headshot/finish with said attack.< I will edit to make it more clear. What change would you do ? Increase/decrease the intial stats or bonus from passive ?
  4. Oh interesting
  5. lukinu_u

    Loki rework

    Problem with the current Loki : Right now, Loki’s gameplay is too passive. It wouldn’t be a problem for certain Warframes, but early on he was specifically advertised as “hard to play trickster to Warframe”, which is the reason he was swapped with Volt as the beginner choice. The problem is, instead of encouraging a trickster playstyle and rewarding the player for that, it simply does the job for you by being invisible and removing enemies' weapons. Goal of the rework : The goal of this rework is to prevent all of that, so rewarding you for that trickster playstyle, not being seen and playing well around his kit. Passive - Confusion (New) Loki fills the Confusion Meter with various actions. Every point of Confusion grant +1% headshot and finisher damage. The Confusion Meter rapidly decays at a rate of 50% per second while Loki is seen by enemies. Goal : Due to the fast decay when seen, this passive meant to encourage not being seen at all, and further reward careful aim and attacks from behind as the effect grows. 1 - Decoy (Tweaks) - 25 Energy : Loki deploys a holographic copy of himself for 20s, drawing enemy fire. Multiple Decoys can be cast simultaneously. When a Decoy is shot, it instantly explodes and blind all enemies looking at it for 3s and grants 2 points of Confusion for each enemy blinded. Augment - Deceptive Bond (Reworked) Only one decoy can be placed, but now has the total health pool of Loki and will take 50% of the damage received by Loki. Explode and blind if either him or Loki’s health gets below 50%. Augment - Savior Decoy (Tweaks) Switch to the closest decoy (since multiple can exist now) and blind both enemies looking at Loki and the Decoy. Goal : Decoy is more active and rewarding, as it’s stronger but has a short effect needs and reacted on quickly. 2 - Vanish (New) - 50 Energy : Loki enters the Vanish state for 10s. While the effect is active, Loki gains the following effects on headshot and finishers. On headshot or finisher : Become invisible until your next attack (refreshing on headshot) or until Vanish end. On headshot or finisher kill : Become invisible and double the effect of Confusion for 7s Refresh the Vanish timer Gain 5 points of Confusion Augment : Invisibility (New) Vanish grand invisibility for the duration, but no longer provide effects on headshot and finisher. (It’s basically the old invisibility on a slightly shorter timer) Goal : Make Loki’s invisibility much more interactive and reward players for using it well. If you land only headshots and finishers, the ability functions the same on a slightly lower duration, except kills refresh the duration, which is very strong but requires consistency. Also, the speed at which the Confusion Meter decay forces the player to only strike when they are sure to headshot to not suddenly become visible and lose all the bonus.Switch 3 - Teleport (Tweaks) - 15 Energy : Switch teleport instantly swaps positions with a target. When switching with an enemy, open them to finishers and gain 10 points of Confusion (once per target). Augment : Safeguard Switch (unchanged) Goal : Lowering the energy cost and allowing finishers makes it widely more useful for the cost (single target, slowing you down, and energy price), and synergize well with the new passive. 4 - Radial Disarm (Tweaks) - 100 Energy : Disarm enemies in a 5m radius. Every point of Confusion grants 1% of additional range, and disarmed kills grant 1 point of Confusion when killed. Augment : Irradiating Disarm (Unchanged) Goal : Lowering the range and getting range through Confusion synergize with the passive and it makes it very strong, but only if you’re already dominating, rather than being an easy escape tool.
  6. Because it would make the mechanic pointless. This just just basic game design. Why would you design an ability use a resource (shield) and provide benefits, if you can completely erase the cost with another button ? It's not like using ult before 2 is a deep mechanic, it's just an obvious thing everyone would do because it's obviously better with no downsides.
  7. The entire model has mirrored texture. It mean whatever in one side of the model is replicated to the other. So what you call "flipping" is actually "allocate UV space to unmirror that specific part", which either mean increasing the texture size or lowering the overall quality of the texture (to allow more geometry into the same texture). If you want to save as much space as you want you can just cut the smallest piece possible around that text (with the area depending on the actual geometry) to unmirror only that part, but then you waste time instead of texture space, which isn't really worth for a weapon that people won't even buy because it's actually free. Edit : Forgot to mention this type of cut will often lead to visible UV seems unless it perfectly match the pixels at all LoD levels, which can be out of your control depending on the compression algorythm, so it could still be a loss of quality even if perfectly executed. Also, in case you didn't notice, this exact same "issue" exist on literally all guns that do have text, so good luck fixing them all as well for consistency.
  8. It's not lazy, it's optimisation. No one care about the text on the weapon, and spending extra resource to make the text right on both side is just a waste. Stuff like that is what make 80GB+ games instead of the of below 30GB Warframe have.
  9. If you really need heat to kill stuff, you can always get it from another such as a weapon (so not a specific weapon, just specific build). But anyways, I think the slighly longer kill time you get from the lack of heat can actually help landing more status to better benefit from the effect on the long term, by landing more successive hit on a target, that will translate to the others and kill everything. It's not necessarily better but is worth questioning depending your weapon and playstyle. Just keep in mind this arcane is situational and will not always lead to good results on every loadouts. It requires some conditions to be met, so you need to know what you're and will definitely need to build around it for maximum outcome, rather than just slapping it onto your build and hope it works. About this, the way you talk about like you don't understand how the arcane work, and the description is phrased quite weirdly, so I will explain just in case : "On Melee Electricity Status: 20% chance for elemental Melee Status Effect to apply to enemies within 20m for 18s" A slighly longer but easier to understand way of phrasing is : On electricity status from melee weapon, you have 20% of triggering the following effect : "status from melee effects apply to enemies with 20m", and said effect applies for 18s and cannot refresh. In practice, what it mean is, you need to land one electricity status to get all your melee status effects to spread in a 20m radius for 18s. And while you would benefit from more electricity chance to refresh the effect faster once it's over, you can largely benefit from the effect even with low electricty values that results in a proc every 4-5 seconds. There is much more to say about it, but I think it's enough for you to get a good grasp of what the uses of this Arcane are.
  10. But then why are you talking about "extra 0.4% that doesn't count" and how did you come to the conclusion of same EHP despite the additonal armor ?
  11. Where does this number comes from ? I mean the 99.5%, you say you always end up with this number but where does it come from ? Are you refering to some displayed number or actual tests ingame ?
  12. Significantly different stats in the two forms doesn't mean anything, we already have weapons with 2 fire modes that have drastically different stats and would benefits for a build per fire mode (Cedo, Euphona, etc). The difference act more as a balance to brings the choice between versatility or specialising, which would totally work for the Dark Split Sword. The reason it probably won't happen tho, is because it would reduce how unique the new Incarnon weapon is, so it will probably stay like that for a while.
  13. The amount for the event duration because I'm in a solo clan. They mentioned damage attenuation as the problem, so I assumed it was the "secret" because I don't think the other 3 actually have damage attenuation, but I'm not sure now. But I agree with you the normal boss is fine, only the "secret" one need to be looked it at. Time to kill is the problem even if you do it right because of damage attenuation and that's the issue. Damage attenuation dynamically affect your DPS to even it out, except it's not exactly true and the outcome vary base on unlogical and undocumented rules (see the history of Kuva Hek against Archons and why exactly it was the best choice), going entirely against the concept of equiping yourself to fight a certain threat, because there is no logic and the only way to find out is trial and error with each iteration taking at least 10min due to the eye thing that is time gated. More generally, the entire fight has a very low ceiling in what you can do to improve the outcome : You have to do the eye thing, but it's time gated so there isn't much you can improve. You have to damage the boss the the amount is capped, so there isn't much you can improve. You have to dodges attacks, but they are very simple so it doesn't really challenge your parkour skills. You can try to find the exact formula of the damage calculation to increase you damage output, but again, it's not logic nor documented, so you just have to try everything until it work and it's basically luck instead of modding and maths knowledge. To a point where waiting a bit to find results from gathered community data is better worth your time. So basically, you're just doing the bare minimum in every area, because you have absolutely no benefits for doing more, and it's a big problem because those bare minimum requirement are actually kinda low and it make the whole boss an unpleasant experience for most players, if you ignore the visual.
  14. This. It gives all 3 cards for the current event (x2 since Steel Path) so you have reasons to play it right now. And a long fight that rely on damage attenuation is as boring, no matter how you good you are. Most people who complain about it casually solo it for the event because it's the most efficient way to farm it, and the lack of fun mechanics is the things they are pointing out, not the "difficulty". Thanksfully, you only need to do it 8x over the entire event if you're in a solo ghost clan (worst case scenario), but I suspect people who complain (inclding me) are afraid of future boss working the exact same, aka damage attenuation to force a fixed duration and no fun unique mechanics that make it challenge, because long fight + one shot is enough for "most" people to feel some challenge.
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