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(PSN)MrNishi

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Posts posted by (PSN)MrNishi

  1. On 2019-03-23 at 11:28 PM, taiiat said:

    it does solid Damage provided you take advantage of what the bubbles give you for free.

    it's also ultimately a Support Weapon too, like say, Electric Shield in a way, but in a Gun Slot.

    +1 this is accurate

    Couple videos 1 using as an actual weapon by itself. The other videos are for alternative use of nerfed orbs.

    Weapon back in 2015 pre Rivens ...when Orbs were a straight alternative Critical option where Crit damage multiplier was doubled and crits were near guaranteed. (Even crit-less weapons like Seer could Crit through Mutalist Quanta orbs back then.)

     

    pyj9dGF.jpg

    Basically they completely changed Mutalist Quanta from what it was.

    Ultimately making it weaker than before.

    In 2015 Radiation and hitscan were added to projectiles fired through the orbs even allowing Detron to be used as hitscan or Brakk to be used with no fall-off.

    Then the new adjustments where Orbs cost less but can be combined to lower damage output while increasing crit chance...why?!?

    Plus damage gets lower when fired through the Orb if multiple elemental mods are added.(Very counter intuitive)

    Then they give us Bursting Mass which detonates the Previous or which means they can no longer be stacked or joined together...which was the most recent change to the weapon's alt fire.

     

    I want my old Mutalist Quanta Orb back where hit scan and Radiation were added and Crit damage multiplier doubled.

    That was my Akbronco Prime's best friend with Banshee Sonar. (Hide inside bubble to be invulnerable and then lay waste to everything.)

    Arguably made worse by the reworks.

    My most used Primary Weapon with 5294hrs played.

    It may have been unliked by the community but it could perform. Now it is much weaker than it used to be and I don't know why DE decided to do that.

     

  2. Judging from the experience with this mod: it seems similar to Bursting Mass for the Mutalist Quanta where you lose the ability to "combine/stack orbs" which DE recently gave the Mutalist Quanta as a weird rework.

     

    Seems there is a huge disconnect with how weapons work and what new mods/Augments are created to alter them. 

  3. My feedback on Hildryn:

    I feel the Shield Gate mechanic should be applied system wide: enemies, objectives, specters, companions, Sentinels, etcetera

    I also feel Hildryn could use a better reliance on her Shields for scaling her abilities, similar to how Valkyr's Paralysis converts current Shield value to damage.

    To save me from retyping:

    With the change to her Abilities doing damage on current Shield value while draining same Shield or (Capacitor) value it would have diminishing damage over-time as the balance trade-off for Shield management.

    Passive would make more sense with above change as Shield Matrix Capacitor 

    I would leave Shield Pillage as not being able to be cast while Aegis Storm is active. Only because Aegis Storm does lock enemies down in place and thus hinders the speed of progression (gameplay) which can be troll-worthy. 

    I have resorted to only using Aegis Storm to baby-guard Index goal and kill with Operator as Hildryn floats there holding trespassers in suspended animation.

  4. @DrakeWurrum

    Hildryn's shield gating does work, but it would have  been nicer to see a form of scaling included in her abilities.

    If DE decides to implement her Shield Gate Passive to all Warframes, Sentinels, Companions, objectives, and enemies. It would make things different. It would probably be best to have a cool down similar to Rolling Guard for each the Shield to Health invincibility phase. This would prevent Mag/Trinity/Harrow/Night Equinox/Capacitance Volt/Electric Chroma from abusing Shield to Health gate invincibility while promoting good maintenance of OverShields to keep health protected from Viral/Bleed/Toxic. 

    -Nidus already has Undying and would be fine as-is even with other Warframes now also becoming more tanky

    -Inaros should be able to have Sarcophagus accept Secondary Mods or should just scale base on enemy level and apply finisher damage to be reliable as self-pickup/revive.

    Nezha, Rhino, Frost, and Gara (Maybe Garuda if Shield is between damage, so fired at wall and not feet) should be changed to allow for self damage to bolster absorption abilities.

     

    Spoiler contains Hildryn changes if Shield Gating is applied system wide:

    In that scenario it would be better to allow Hildryn to have a Capacitor that allows excess Shields to be stored to maximum of Hildryn's maximum shield capacity before OverShields.

    In this case Hildryn could use excess Shields drained from Shield Pillage to be auto applied at each Shield gate and/or to be used to boost damage to her other 3 abilities.

    With 100% of her Shield value stored as a capacitor. OverShields are only 1200 to refill, so she would be able to instantly fill OverShields at 1st Shield break so Hildryn could potentially keep her OverShields indefinitely. Allowing her to use the OverShields as her protection from Health status effects. Unmodded at Rank 30 Hildryn has 1575 Shields.

    Damage wise for Balefire/Haven/Aegis Storm there would need to be a multiplier based on available Shields with Capacitor store Shields.

    ✓ Valkyr Paralysis deals damage based on current Shield value and then drains them by 1/3.

    Balefire could gain AoE range and Damage on fully charged shots. AoE explosion range is doubled with current Capacitor shield value added as base damage before mods with each Charged shot consuming 1/3 of Capacitor shield.

    Haven : changed base stats to be where Hildryn's Shield value is shared with others and Power-strength acts as a Multiplier. Base 100% Power-strength at Rank 30 would be 30% of Hildryn's Shields are linked to others. since Shield wall invulnerability is now system wide: Haven links her shield recharge rate to allies, affected by powerstrength. Damage to enemies is calculated as 10% of the current Shield value applied as damage per second. 

    % is scaled by powerstrength

    OverShields double damage and increase amount of linked shields.

    Capacitance with Haven would double the shield Regen rate on linked allies and add a second instance of linked enemy damage that drains at the same shield consumption rate as Haven. This would be draining Capacitance.

    Aegis Storm would be changed damage wise to match above Haven damage changes being scaled from available Shields. Capacitance doubles the rate of energy or generation and damage ticks buy drains Capacitance at the same rate as Aegis Storm drains Shields.

    Shield Capacitor would be accumulated by any amount of Shields added as excess over Hildryn's Overshields.

    Osprey (Specter), Sequence buff, and other Hildryn Havens would not increase Hildryn's Capacitance shield capacity above her Shield value.

    All instances of Shield generation can be used to fill Hildryn's Capacitor to Max shield value.

    Ie Hildryn base shield plus Redirection/Vigor/Augur Accord (Shield Capacity mods)

     

     

     

  5. 4 hours ago, Makemap said:

    Ya, have you been using Nekros on Fortuna? And Arcane Guardian? Try without Arcane Guardian on lvl 70+ fortuna mobs. That is how high it went on Bounty 4. They seem to shoot through the 90% reduction with 100% accuracy even when moving around and linked to shadow of the dead. The planet missions are easy right now. Open world not so much. They got some insane damage buff with 100% accuracy. Just let the 4 alert rods stay with an okayish gun. Nothing to kill mobs super fast.

    Arcane Guardian not needed.

    I run Adaptation with Shield of Shadows to stack Damage Resistance, although I do admit to have recently slotted in Health Conversion since Synth Deconstruct + Synth Fiber allows for continuous Health orb consumption.

    I run Arcane Avenger on (PS4)MrNishi, but on (PS4)Shadow-X1 I also run Arcane Pulse which helps to keep health topped off on Sentinel and nearby allies.

    It sounds like you may need Vazarin Protective Dash to assist you with some Survivability.

    In regards to Banshee:

    I honestly feel if Sonar and/or Silence could affect all enemies (Eidolons and Orbs included) she can retain her squishyiness to be the Poster Glass Cannon.

    - literally, Sonar weakpoints on Orb legs or Synovias would be a good send for that thicc thighed beatuy.

  6. I thought only happened on console.

     

    We really need a reset(respawn) command that goes a step further than /unstuck.

    That way if there is a Glitch that bugs you out...like the stuck in one place after picking someone up...you can respawn to fix. Same with ability in use bug which happens to get bugged out more often when Nullifier bubbles are present.

     

  7. 3 hours ago, frenzy64 said:

    It's probably just an oversight but this is a good time to bring up the fact that exalted melee weapons that aren't status kinda suck.

    Valkyre and baruuk got lucky and have very high base crit at 50% but for wukong, titania, and excal (without chromatic blade) their weapons all suck since they can't benefit from acolyte mods which is what makes crit melee weapons so powerful. Status exalted weapons can benefit from conditioned overload which means they can still do tons of damage thankfully.

    You can clear most trash with an exalted weapon since they have insanely high base damage but they're all outpaced by weapons like gram prime and atterax because of superior range or damage. Acolyte mods give crit melee weapons insane amounts of critchance easily hitting orange and red crits which will outpace the high base damage of the exalted weapons once slashprocs, armor etc is factored in.

    You can make the argument that they would be OP but honestly it would be far from problematic considering so many melee weapons are already killing level 150 gunners in a few swings.

     

    TLDR: exalted crit weapons are weaker than top tier melee weapons and that's a bit dumb considering you can get 2000+ base damage with them.

    When melee combo multiplier is changed to only applying to heavy attacks; isn't that the beat opportunity to allow all mods to effect exalted weapons and Weapon-Mod dependent Abilities?

    (Landslide/WhipClaw/Slash Dash/Iron Jab/etcetera so that they don't just receive a massive Nerf when combo-multiplier is altered)

  8. 12 hours ago, XaoGarrent said:

    It gets worse when you play with competent teams. She gets screwed over by Corrosive Projection, and the meta at high levels is and has been for a very long time to run as much corrosive projection as possible because armor scaling is completely broken.

    What's even worse? She starts with a dash aura polarity. :facepalm: That would be godsend on any other frame- It would even be a godsend on her if she could leech health in addition to shields and armor.

    Yeah seems like she should steal Health with a multiplier to her shield generation.

    That way it is reliable against all factions.

    Hoping you PC players can convince DE to make changes before Hildryn arrives on console.

     

    Perhaps a vote on tweaks to be implemented

  9. @birdobash

    On PS4, so don't have Hildryn, but based on :

    8 hours ago, birdobash said:

    Energy orbs can be created via aegis storm, but energy orbs basically do nothing for hildryn, they give back a measly 25 shields back to her, and although they do reset her shield regen cooldown they don't do this when using her abilities at all, with exception of just holding balefire.

    Did DE decide to not use a 1:1 Shield to Energy ratio for Hildryn?

    That would seem odd given the 1st part of Hildryn's defensive stats to sustain damage is also her source of energy for abilities.

    I was thinking it would be like Nekros switching from energy to health with Despoil.

     

    If it was similar than an Energy orb should replace an equivalent ratio amount.

    That seems like a huge oversight.

    Could even be like Scarab Armor where Efficiency is fixed for the health to armor conversion.

     

    Hopefully this can be addressed soon

  10. 16 minutes ago, hs0003 said:

    Her 1+4 combo doesn't fit the fast paced play style of Warframe. 

    What her 4 needs is some way to move faster, like using a held version Hildryn's special dodge during flight in exchange for 50% more shield drain while using the extra energy for forward thrust. 

    What her 1 needs is an alt fire that's better for clearing trash than the current charged nuke firing mechanic. Perhaps the Pax Seeker mechanic could be used for an alt fire, but only targeting enemies being affected by her 3 and/or 4.

    I was hoping Balefire would have been a blend of Ocucor and Battacor.

    Primary Fire dealing AoE seeking beams and Alt-fire being the Nuke explosion.

    That way the status would make sense with Beam weapon to deal with Armor. (Scaling)

    And the Alt-fire Explosive Projectile could have used a combo mechanic and been, as you commented, more critical and less status.

    (Like opposing Euphona Prime stats)*

    • Like 1
  11. 2 hours ago, Traumtulpe said:

    Have you considered using Redeemer Prime with Nidus? It's such a powerful weapon.

    You seem to agree that Valkyr seriously needs a rework - like you I just tend to use better Warframes without useless abilities. While melee 2.9 seems to help Valkyr on first glance, just think how awesome Ivara is going to be, when you can have Artemis Bow equipped permanently and still use melee weapons.

    I thought Artemis Bow was under same conditions as Heavy Guns for Melee 2.9, thus requiring redeployment/recasting to switch back to shooting. That will be amazing though to be able to retain fluidity between melee stance and gun-fire.

     

    As for Redeemer Prime: that follows my earlier point of "certain melee weapons" work well with Larva rather than all melee weapons.

     

    I do agree Valkyr needs a rework, however any rework that removes Paralysis or Prolonged Paralysis results in a Warframe that will no longer function for the role I used Valkyr for.

    • I have 1 Valkyr Prime for no ability casting (this build was severely gimped when we lost our 10 mod slots, since I used every slot for non-ability modding)

    • I have 1 Valkyr as a Paralysis Damage Dealer; paired with Taxon w/Deconstructor Prime (Only Sentinel weapon that can have damage boosted by Stealth Melee Multiplier) basically a Max Shields and Power-strength as an alternative "wrong-use" build.

    • 1 Valkyr Prime for Prolonged Paralysis that is Max Range with enough Power-strength to have an 11-sec Enemy stun duration. (This build alternatively works exceptionally well to hunt for reinforced crates/caches/Ayatan since I can spam Paralysis to break containers and whatever loot is not vacuumed means it most likely requires context use or a secondary cast)

    Nidus doesn't really work for the loot part; while Khora can break containers with WhipClaw : it is less efficient and she does not have soft-landing passive to make cache/sydicate medallion speed run friendly.

     

    Hopefully if Valkyr is reworked they can improve Paralysis rather than replace/remove.

    (Example: Every damage hit by Paralysis adds to melee hit counter to pair with bolstering charge attacks in Melee 3.0 or regular melee as-is current)

    • Like 2
  12. 15 hours ago, (PS4)MrNishi said:

    Prolonged Paralysis still allows Radiation to trigger Stealth Melee Multiplier (confused enemies facing away from you) & let's CC keep Sentinels and other players free from harm. *Caveat - if the enemy is able to be CC by Prolonged Paralysis 

     

    11 hours ago, Traumtulpe said:

    You should try Nidus. If all you are doing is grouping enemies up and hitting them with an unbuffed melee weapon, why not be actually good at it and immortal at the same time?

    The interaction of Radiation confusion proc on enemy facing away from Warframe allowing for Stealth Melee Multiplier results in a melee damage buff.

    Larva from Nidus does not have this same interaction as Prologned Paralysis. I find Nidus Larva with or without melee, to be much weaker than Khora with Ensnare and Accumulating Whipclaw. (I moved on from my 2 Valkyr Primes and 1 normal Valkyr to just Khora as my melee group'n'hit frame.)

     

    Also Larva is less melee friendly than Prolonged Paralysis and Ensnare as it place enemies out of reach with current short range melee mechanics.

    (I have a Red Crit Venka Prime quick-melee that I pair with Torid for Larva group + Condition Overload armor strip and high combo count multiplier. BUT I have to use a minimum of 125% + melee range for Vermillion Storm quick-melee to be effective against Larva grouped enemies. Neccestating Primed Reach due to low Riven disposition.)

    I do appreciate the recommendation to try Nidus.

  13. As others have mentioned Arcane Barrier and Guardian Sentinel Mod might be abused, same for Shield Charger, Shield Osprey, and Taxon Molecular Conversion.

     

    Augur Set Mods might also be of use...although spending Shield-energy to get Shield-energy...might be broken. 

    **Seriously**

    Augur Mod Set

    Set Bonus: 40%/80%/120%/160%/200%/240%Energy spent on abilities is converted to shields. 

    (LOL Blind-Rage on 25 energy cost rises to 38.75; then max Augur would mean 38.75 Shields spent to gain 93 Shields....yeah that could be abused)

    Also we do not know if Flow/Primed Flow will increase Shield capacity and whether or not Quick-Thinking (Gladiator Resolve) will allow Shields to keep Hildryn alive at 2 Health, but be counted as Shield-Energy-Health

    Will Hunter Adrenaline and Rage give her more Shields?

  14. 7 hours ago, Traumtulpe said:

    Notice how I didn't mention Ripline and Paralysis? That's because they are irrelevant, and their augments are trash.

    Those are the only 2 abilities I use on Valkyr.

    Prolonged Paralysis is my go to

    Granted I have switched over to Khora as Ensnare is like a better Original Prolonged Paralysis (when they would be grouped up on Stealth Finisher standing mode), also affecting airborne targets and bosses.

    I do miss the mobility from Valkyr's passive and Ripline, but oh well.

    While Paralysis has been nerfed over the years: lost auto weakpoints(headshot) capability & no longer ragdoll (knockback) alive enemies even though it has a scaling knockback statistic. (Original Paralysis non-Augment used to be like a 360° Banshee Sonic Boom)*

    Prolonged Paralysis still allows Radiation to trigger Stealth Melee Multiplier (confused enemies facing away from you) & let's CC keep Sentinels and other players free from harm. *Caveat - if the enemy is able to be CC by Prolonged Paralysis 

    ✓Seems like a balance issue where newer frames and abilities seem to be allowed to affect more enemies than some older frame abilities (Unless Rhino Stomp or Nova Molecular Prime)*

    Prolonged Paralysis being reliably spammed:

     

     

     

     

  15. 18 hours ago, taiiat said:

    he was referring to originally when the Weapon shipped, that it passed Radiation onto Shots through it. so he took a guess that the OP was referring to that but calling it Electricity.
    (kinda liked the free Radiation, could add Radiation Damage to any Weapon >.>)

    Yes, thank you for the further clarification. 

    @TyrianMollusk

    Original Mutalist Quanta could be modded to be Corrosive and then shooting through Orb would give you Corrosive + Radiation. Was useful for Grinner or Orokin. With Gas build + Radiation from shooting through Orb it could be used effectively against Corpus & Infested; disabling Auras and Shield boosting Osprey.

     

    I was not referencing Orb Explosion damage as it was not really what the alt-fire was used for, when comparing effectiveness versus Vanilla Quanta alt-fire cubes.

     

    I do have a question as to whether or not DE fixed elemental mods decreasing the damage multiple when fired through the Orb?

    I feel like parts of the Mutalist Quanta rework have been back steps. It was an alt+Crit weapon that added Radiation damage, allowing a player to build for status and critical damage while not needing critical chance mods. Orbs did not stack but you maximum modifiers from a single Orb at 15 ammo cost for an orb.

    • After the rework it seemed like DE penalized players for using Elemental mods, where they lower the damage weapon shot through the Orb.(Never made sense to me: Why gimp the weapons most useful tactic?)

    Also you need 3 orbs combined at 5 ammo each for the modifier to not be less than when Orbs the old Single Orb at 15 ammo. *Granted multi-shot mods can allow you to achieve the Orb stack cap at a single cost of 5 ammo.

    The orb explosion damage seems like a nice addition...even the change to toxin.

    However the alt-fire through the Orb has remained massively nerfed compared to before:

    - Critical Damage multipler used to doubled when fired through the Orb. Not a flat 25% increase as now listed on the wiki.

    - Shots fired through the Orb used to become hitscan; now they still retain weapons projectile flight speed. (Detron & Stug shots fired through Mutalist Orb used to gain hit-scan properties for some unique synergy. Now when those projectiles are fired through the orbs they retain their projectile flight speed.) 

    This is my most used Primary Weapon and oddly it has gotten weaker and more convoluted with revisions.

     

     

     

     

  16. I am all for Soul Punch allowing control over Shadow Clones.

    For Shadows of the Dead, I feel being able to command them to Attack/Defend/Interact (Hack/Revive allies) with ability to Mark and recast for new orders would be worthwhile.

    I don't agree with changing Terrify from Armor debuff to Damage amplification unless we are talking amplified weakpoints like Banshee. (Don't need a lower cost Rhino Roar) If we have Terrified weakpoints than it would be suitable to retain enemies fleeing in terror or a player needing to equip Creeping terrify to have an enemy slow + damage amplification. (In other words: leave Terrify and Creeping Terrify as-is ; Nekros doesn't need to cover all support roles and DPS.) Also slowing enemies in the later game content is bad for Spawn rates in survival...the one Augment I don't run regularly.

     

    Currently Armor debuff is like a damage multiplier on the enemies that matter; if not a 4xCP group.

    On the subject of covering Support Roles:

    Desecrate covers role of extra loot.

    Soul Survivor covers revive-medic especially if paired with Vazarin Protective Dash. If this could be cast at ground to instantly Revive Djinn, that would be amazing. (Considering Soul Survivor revive cost 100% of available energy and reviving Djinn would also require Awaken...so a mod Gate to allow better scalability.)

    Terrify is a damage amplification against armored enemies...or panic AoE CC

    Shadows of the Dead could use a massive aggro buff to play into them being perceived as a larger threat to enemies. (Maybe boost multipliers since reducing limit of Shadows from 14 to 7...yes I know certain Summoner Shadows can bypass 7 Shadow cap.) (Vazarin Protective Dash is another way to heal Shadows at no energy cost while also making them invulnerable.)

     

    Arcane Pulse + Despoil + Synth Fiber & Synth Deconstruct allows Nekros to feel like alt-healer, paired with Vazarin Protective Dash to also cover protecting Objectives.

    Pair that with Equilibrium and basically have infinite energy...even when Soul Survivor is currently the most expensive ability cast in the game.

    - Consuming all energy to revive an Ally to partial health from a distance and not make them invulnerable for the pick-up, so if they are in an AoE they just immediately go down again.

     

    Nekros being able to de-summon Shadow Nullifiers would be great towards being more team-friendly.

     

     

     

  17. 33 minutes ago, Andele3025 said:

    As far as SoD goes, it needs a mandachord style option/simulacrum spawn screen system where you can select the unit priority and ai behavior depending on how each player wants to use them (aka follow me and do buffs/auras vs tank/aggro for me vs send glass cannon technocyte puppets to their death).

    That would be amazing.

  18. On 2019-02-13 at 8:41 AM, (XB1)GearsMatrix301 said:

    His 3 has a damage reduction mechanic that never gets use due to how quickly the daggers disperse. That’s not good design.

    I have not experienced this on Baruuk himself...maybe Desolate Hands does not provide Damage Reduction on allies due to them being dispersed.

    My build has 20 Daggers and I have 220% (Overextended + Augur Reach)Range. I recast when below 9 Daggers remaining and constantly am utilizing the DR when Falcor-Glaive Bombing...saves me from killing myself especially in tighter star-chart missions rather than PoE/Orb Vallis.

    Do note I never use Elude and Desolate Hands at the same time.

    • On that note I do wish that Elude + Desolate Hands Synergy could be changed to Doubled DR per hand so 20% instead of 10% if seeking radius remains doubled 

    OR double explosion radius instead of Seeking Radius when Elude is also active. 

     

    Waiting to see what Augments DE releases to further tailor Baruuk playstyle.

  19. 6 hours ago, MystMan said:

    Velocitus has punch through on regular enemies only.  But it does not punch through a Shield Dargyn's shield.  Only Fluctus and the explosions of Grattler can do that.

    The Dargyn's shield itself has its own health and can be eventually destroyed by any Archgun but it is very high and will take awhile. It's faster to just melee through it and take the electric damage or try to manoeuvre around it to hit them from the side.

    Thanks for the clarification.

     

    I assumed since Velocitus was able to shoot Golem from front to damage Rear Thrusters that it also was similar to Fluctus in regards to Shield Dargyns. With the difference being Fluctus is precise punch-through and Velocitus has the Punch-through mechanics of Bows/Lanka when firing through Spy Vault Glass. (Easy to see when trying to shoot through containes or small asteroids)

     

    Does it not penetrate Shield Lancer, as stated in OP? 

  20. I feel the Tombfinger is everything the Seer aspired to be minis the quirky zoom.

    Seer has explosion animation and ragdoll death, but no actual AoE damage.

    Tombfinger is semi-auto, accurate projectile with actual (but unique) explosion damage.

    Like a Seer 2.0 better reload speed, better status, better critical, marginally better mag capacity, and can use an Arcane enhancement to boot. (No longer holding breath for Corrupted Janus key T4 variant of Seer.)

    I like the weapon as-is.

  21. On 2019-02-11 at 2:08 PM, (PS4)Assassin14435 said:

    Nah. Innate Punch Through can only work on bows (because the arrows arc and will eventually hit the ground). Giving a sniper rifle (or arch gun, or any weapon at all whose ammunition follows a straight ray) innate punch through would mean infinite bullet lifetime. Which, at least in arch wings where you have infinite ammo, would make the game lag horribly. Anyways, how often do you come into a perfectly straight line of 5+ enemies free floating in space? I'm not seeing how even a perfected type of innate punch through would be needed..

    I know of 2 Innate Punch-through AW Guns :

    Fluctus (It was Exalted Wave Blade before Exalted Wave Blade) albeit it has limited projectile range.

    Velocitus is non-hitscan but does have innate punch-through. (Basically a scope-less Lanka)

    Both of these weapons will shoot through a Shield Dargyn in AW and I assume have punch-through in Heavy Gun deployment.(?)*

     

     

  22. I may be mistaken, but I was under the impression that Hildryn had Shields gate on par with the original Shield Transference Augment:

    • Before the introduction of Overshields, Shield Transference would create a bubble effect around Mag which absorbed incoming damage similarly to IronSkin130xDark.png Iron Skin. This effect still appears on the Mod's image.

     

    Meaning Hildryn would be immune to Bleed Procs until Shields were depleted, just as May was during initial Shield Transference Augment implementation.

    Otherwise DE is expecting players to rely on Hildryn's cleansing ability to keep from dealing with Toxic, Bleed, and Viral from affecting her health-only.

    Which still makes it weird with Hildryn:

    We don't yet know if Quick-Thinking causes her Shields to be counted as Health since her Shields are Energy, and Quick-Thinking makes Energy into -> Health.

    In my opinion:

    It would be better to have Hildryn's passive allow for Toxic and Bleed Procs to not bypass Health. (Call the passive Experimental-Shields)

    Although maybe that would just make Hildryn immune to certain status effects: since she cannot cast Status immunity ability without having Shields available to cast in the first place.

     

    Man there are a lot of directions this can go 

    (I am guessing there will be a large feedback thread after her release.)

  23. On 2019-01-09 at 4:30 AM, (PS4)Riko_113 said:

    Originally I thought it was mentioned that the weather on Venus would make it difficult to use Archwings so K-drives would be needed but I haven't found that to be the case yet after having completed all of Solaris United, unless it's in Fortuna Part 2.

    Yep, I was thinking that AW travel was going to be underwater slow during the Cold period and normal Speed during the short 5min Warm period.

    After seeing (hearing) Hildryn have the cold/snow accumlating ...maybe we'll see temperature affect AW movement in an update...with DE using a line like "We gave plenty of time to get a K-Drive prepared for when AW movement gets slowed by weather..."

  24. On 2019-01-22 at 1:37 PM, Lewtenant said:

    Locking baruuk behind old mate and then tiers of vox solaris was a mistake that DE can still fix before switch release. Hildryn should not be gated behind all of this mastery/standing grind, partially for her passive.

    In early play warframe shields are strong. It's health that regenerates, and redirection is useful through about Jupiter or so. Energy is somewhat hard to acquire. Players open lockers and scavenge for little blue balls all the time. Since Hildryn runs on shields instead of energy, she has the innate ability to cast abilities with a regenerating energy pool that early game players like to mod around.

    Being able to cast abilities is fun and new players can't use many abilities until they have hunter adrenaline or energizing dash. Making pads is out of the picture for early game players due to cost, and availability of blueprints.

    So now we are getting this warframe with innate energy regeneration (unless they nerf hildryn's shield generation) that's built around early game survivability. If we gate this frame to end game players, she might not be viewed as very powerful, depending on her abilities. However, if we have a warframe that players can build early, a female rhino frame, then it may encourage the use of the frame early game, as long as early game players can farm it.

    Hildryn with Arcane Barrier, Innate Shield Gating on both OverShields & normal Shields, combined with Adaptation seems like it could be made to be useful beyond normal early game Survivability.

    Shields will be both Energy and Survivability so Arcane Barrier seems like a Win-win paired with unique modding: No Primed Flow (unless this increases Shield capacity?!?), No Quick-Thinking unless this allows Shields to replace health as energy-health.

    Will Rage or Hunter's Adrenaline turn health loss into Shields which would also be Quick-Thinking Shield-as-health : Since Shields are energy.

    I think maybe it might be too early to make a decision without seeing how mod interaction works with Hildryn.

    At the very least Arcane Barrier and Adaptation seem like they will be staples of a Hildryn build, for Sortie and Endless missions.

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