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AdmiralAvalanche

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Posts posted by AdmiralAvalanche

  1. First off I want to say that this isn't primarily a thread about high Oxium crafting requirements in items, particularly new ones, though this does compound the scarcity of Oxium.

    Pre-SotR Oxium was fairly available, you just played Cerberus and ran around to collect every couple of minutes and you would reliably get a couple hundred every round.

    For other people however many sore it as a chore to to collect the often thousands required and how the task of farming it became repetitive quickly, but i heard of literally no people asking for Oxium to be made rarer than it was, not even by those who  were in opposition to posts complaining about how rare Oxium was. keep these viewpoints and their prevalence in mind.

    Flash forward to SotR and Oxium ospreys have been made extremely rare seemingly especially on Cerberus, the only possible justifications for seeing this change were that Oxium ospreys took up too many of the enemy spawns, or that it would encourage players to play diversely for Oxium.

    The first of these arguments is especially weak as from I experienced pre specters of the rail Oxium ospreys were by in no means in the majority in missions they appeared in, and even if that were the case, it wouldn't be much and issue.

    The second argument falls flat as soon as you realise that being humans, as soon as the first most effective method is taken, the second most effective option is simply adopted immediately after, meaning that that all the change has done is intensify the grind for all us free to play scum.

    The alternative mission for Oxium, highlighted in a prime time episode was Baal on Europa but the average Oxium drops i've seen were abysmal, often less than a third of what you would get on Cerberus.

    now let's go through some common arguments that support the rarity of Oxium:

    1. I have a stockpile of Oxium, the people complaining should have just farmed on a double resources weekend - not everyone can play on a double resource weekend for long durations to make the most of it, even with double resources it still takes a heavy time investment, and newer players without a stockpile will find it disproportionately difficult to "catch up"
    2. Other games have grand that are much worse then this one, Oxium should be fed to the player on a silver spoonLarge amounts of Oxium and the items that it is used in are hardly endgame goals, in most cases they are side grades like the Grattler and Zephyr with the possible exception of the vauban prime, which even at that is more of a cosmetic item, so comparing it to another grinder's progretion is a case of apples and oranges, as warframe's long term progression system is the focus system.
    3. You're just salty, play the game or take a break - this is essentially just the misconstruing of criticism as being desperate or emotional, which i don't think carries much weight.

    tl:dr : The Number of people saying oxium was too common and that farming was a problem is dwarfed by the number of people saying it was too rare and probably dwarfed further still by the number of people content with how available it was before and didn't want any change. I recommend either reverting back to pre-SotR or allowing more enemies / factions to drop Oxium.

     

     

     

  2. On 5/30/2016 at 1:05 PM, Aquasurge said:

    a good volt should require some thought and be able to multitask effectively. adding mechanics that force you to think too hard reminds you of the complications of a saryn main's level of thought.....

    Saryn only has to perform a short sequence of actions: spore->lash->miasma or molt->spore->miasma in a generous time period which can be helped with mods for added convenience, and is only anchored by the fact that they have to be target their molt, otherwise they can jump around like crazy to dodge enemies and still get optimum results.

    Volt's current shield mechanics are virtually all things that hamper its effectiveness and defending from fire, to the point of where you might as well just place down another static shield rather than clumsily lugging around a piece of a4 paper infront of you which you can't rely on to defend yourself from simultaneous attacks from different angles, but have to rely on due to the fact your movement is restricted to the point where dodging feels like a really stingy QTE.

    And that is ignoring the fact that you are comparing the use of Saryn's entire kit to the use of just one of Volt's ability

    P.S: I have to say that its somewhat distasteful to try to de-legitimize my claims by pinning my issues with the ability on my apparent lack of skill caused by being forced "to think too hard", please present your argument without ad hominem.

  3. Pretty much the title:

    • The fact that Volt's shield drains energy over time is enough of a downside for picking it up, so i don't see the need for the shield to shrink when picked up. because of the fact it is smaller it is harder to defend a moving objective like in Hijack or shield teammates, and it has extremely reduced effectiveness of protecting you from multiple enemies more than 50 degrees apart from each other.
    • It is extremely arbitrary for you to be restricted from using your primary whilst holding the shield, there is not an overly large disparity in effectiveness between primaries and secondaries, so in the end this is just annoying.
    • Have the duration of the shield either whilst picked up, more of a quality of life improvement that means you don't have to keep an eye on the duration/ your energy/ blocking enemy fire/ killing enemies/ moving all at the same time.

    After doing a little more play-testing i came up with these 2 minor points about the shield in general:

    1. Ages ago now (update 17), the ability for the shield to extend the range of projectiles and beams to 70m was removed, because if i remember correctly it was a bug, but their was a brief mention of adding new bonuses or bringing back the old one. "Fixed Volt’s Electric Shield giving every ranged projectile a 70m default range. Important note: we will be revisiting the design to allow for interesting range interactions with Volt's Shield and guns ASAP." This is yet to have happened and i think it would be a welcomed change.
    2. More of a nitpick, but scorchers are your bane, flamethrowers completely ignore the shield, though it is arguable that there needs to be enemies that are high priority for certain frames.

     

     

  4. Volt received what i would say were more light changes compared to other frames this update, however there are still a few faults with him, his changes are:

    Volt Changes
    •    Speed: Speed most noticeably has had its FOV reduced on cast, which should help with motion sickness complaints. Other players in range now get to 'opt-in' to Volt's Speed buff, by activating a pickup that Volt leaves behind on cast. This activation occurs on contact.
    •    Electric Shield: Electric Shield has received a graphic overhaul to improve the look of casting, ambient effects, and its effect on projectiles that pass through. Shield now offers strong synergies if Shock is cast through it – it charges the shield with Electric damage which will hurt enemies that come in contact. As a late-addition driven by player demand, Shield can now be picked up with a context action which limits weapon usage and drains energy.
    •    Overload, now called 'Discharge'. Discharge still spreads out from Volt in a wave, and enemies who come into contact are turned into stationary 'Tesla Coils' that arc and zap nearby enemies in range. Damage is dealt to the enemy-turned- Tesla Coil and its targets. Loot crates can also be turned into Coils, but they only have one charge. Casting Shock on Tesla Coil causes an AOE burst.
    •    The Capacitance Discharge Augment has been balanced to reflect Discharge’s new changes. The balanced Shield Bonus given is now 1.5/2/2.5/3%.

    Passive:

    Volt: Physical ground-travel distance between attacks causes bonus Electrical damage on next attack.

    Passive:

    • The idea is neat, building up power so that you can initiate a fight easily by moving, which fits volts theme of building up charge whilst also playing into his 2nd ability and mobility and adds a facet to his playstyle which isn't completely overwhelming.
    • The problem is that it is flat capped at 1000 points and only adds that as flat damage, which means it becomes virtually redundant after level 45 as it makes negligible difference to your sustained or even burst DPS (going from doing 20000 to 21000 not even considering mitigation is trash).
    • what i propose is either:
    1. make it so that the 1000 is added to the base damage of the weapon for the next 1 or few hits, meaning that it allows volt to absolutely melt his first target especially if he is using something like a critical weapon which he already synergises with when firing through electric shield.
    2. make it so that instead of adding points it boosts damage by 1000% for the hit, extending the effect to his abilities
    • for both these fixes, the values are up in the air aswell as whether or not the buff should count for a number of hits or for a duration.

    Shock:

    • No real change needed, its  nice stun in a pinch and doesn't need to be more effective

    Speed:

    • I personally liked the absurd FOV though the change isn't really harming anything.
    • I do not really agree with it, but i can see reasons for why the ability to "opt in" was added, although i may add that this further makes it so that someone who is a little behind will be left back even further if they don't make an on the spot calculation as to whether or not catch up or get the coil and then catch up.

    Electric Shield:

    • The visual changes are nice looking. Most of the problems come from the "current shield" (pickup)
    • I think the energy drain from the shield either needs to be substantially lowered/ even removed or make so that when the shield is picked up that the duration of the shield is paused. This is because its just annoying for it to run out, you have focus on fighting enemies/ keeping the shield facing to block incoming fire/ the duration of the shield all at one whilst mobile even discounting mission objectives,
    • I also have qualms about the fact that the shield is smaller ( or flipped to its side) when carried:
    1. since it is smaller it is much less effective at doing its primary job of protecting you (it still buffs your shot effectively)
    2. Due to the size you can't assist team mates or protect objectives (some people may say that the current shield is meant to just be personal, but it would be great if it could protect hijack carts or hostages)
    3. You are already paying a downside in the fact that it is draining your energy
    • I would also like to add that whilst this may be a glitch, whilst holding the shield you cannot equip primary weapons which means you can't make use of the damage buffs effectively the way you want more half the time. perhaps a "balancing change" that to me seems just arbitrary and annoying (want to use your amprex? too bad use your marelok you thug!)

    Overload 2.0:

    • Overall i suppose it was meant to go from being damage ability with a short stun to a primarily Crowd-control ability, similar in function to Inaros' scarab swarm by having enemies converted into coils that stun enemies not hit by the initial pulse.
    • I don't see it as necessary for the the time that enemies are stunned as coils to be limited by both a semi fixed duration and a semi fixed health loss cap, the health cap only effects a small range of levels, as CC is inconsequential on level 1-20 enemies who don't have that much health to lose and die to pretty much anything, and on high level enemies given discharge's pitiful damage its unlikely that cap will be hit often
    • The CC is somewhat effective on infested, but does not last nearly as long as Scarab swarm, and the zaps from the enemy coils don't appear to have 100% proc chance, so suggest buffing these to bring it in line in terms of control
    • Alternatively, just buff the shock chance, and incorporate the feature i believe was mentioned on a Dev stream where it causes the the damage of the coils to be equal to a percentage of the health/ shields/ armor of the coil, so that it can be a scaling damage dealer effective against large groups.

     

  5. i'd make her be able to just corrosive everything instantly, that way combined with easy viral procs she could greatly weaken high level (70+) enemy allowing her to scale much better as a debuff frame allowing certain amounts of damage to stay viable for longer.

     

    i would though however advise that the faff should be gotton rid of. people can whine about how simple it is to go through some jankey 4 step surgical precedure of casting spores casting lash popping spores and casting misasma and hoping that your insignificant 3000 damage will do something, but that simply isn't enough by itself.

     

    this is why i also believe for that each viral and toxic proc on an enemy the viral procs and the stacks of corrosive procs should last 300% in addition to increasing the amount of time the enemy is stunned for by a few seconds.

  6. I have begun the advance weaponization of spinning, and i believe i have gotten somewhere:

    34ryq6b.jpg

     

    The build focuses on wall attacks spinning attacks as you may have intellegently inferred.by wasting ludicrous amounts of forma and effort, you too wil receive a build that will be messy, clunky and not that useful. 

     

    BUT WHO CARES?!

     

    106hsnc.jpg

    dd46p.jpg

     

    to maximize the damage output, use the appropriate elemental mods (radiation+viral for grineer, magnetic+2 poison mods for corpus, corrosive+blast for infested) and the suitable bane mod. 

     

    the warframes that this works best on are valkyr and volt, because attack speed can't be fitted on unless your willing to sacrifice range, and without speed the spinning cannot keep rolling.

     

  7. so essentially the system proposed by you would allow new effects to be created when two skills are used that overlap (hitting fireblast with fireball) or having ability A act as a trigger for ability B, i have heard of the former idea many times though the latter is quite novel, although simply having a successful use of ability A make the next use of ability B stronger (such as every enemy hit by bladestorm being making smokebomb longer) sounds slightly boring without the prevalence of duration boosting, as that is the only ability buff that is noticeable (a 15% buff to decoy health will probably go un-noted)

  8. Is dis build raid-worthy? I been looking for a weapon to replace my crappy Orthos Prime.

    if the your stave is true you can dominate any foe.

     

    in other words this build can insta-kill at times when ragdoll frags small enemies but given how quickly you die in raid it won't be all that effective

  9. notsureifserious.jpg

    You dare?

     

    You dare insult me with such inane accusations of Frivolity?

     

    I challenge thee, Rosalyn, to a duel of Staves!, come at your own threat, miscreant.

     

     

     

     

    P.s i am serious, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very

    serious

  10. This build was made, no, forged in the fires and colds of the vacuum of space for one reason and one reason only; to ascend both in strength, spiritually and physically (alot of the time enemies go flying thanks to staff physics)

     

    This build is not a mod selection, a loadout, a gameplay style or even a frame of mind, it is a frame of existence.

     

    This build will forge you into a warrior of terrible physics and ensuing hilarity as you watch your foes foolish enough to assault you phase into the next dimension. (an example of a warrior who has achieved such  shown below)

    w4.jpgn5k12w.jpg

    In a constant state of calm and serene determination, few of even his creed can oppose him.

     

    To embrace this power is to succumb to its vastness, it is omnipresent and only gains a form of corporeal during the brief moments that we strive to experience during your life as its herald (mostly in the form of watching enemies fly away)

     

    This build refines the primeval instincts of man, into the essence of man, before the gun and the blade there was the neanderthal hitting it with a stick, and it worked. However tragedy befell when the art was lost to the ages of sharp and pointy things. I have taken it upon myself, AdmiralAvalanche, to return the art of hitting things with sticks to its full glory.

     

    the build is as follows:

     

    1)preparation and attacking with combos

    The bo gets the D so destroy the D with forma as fast as possible, preferably turning it into a V polarity, also turn the  stance polarity into a V.

                     -This is done so that it can align with the Clashing Forrest stance. Clashing Forrest is used as it has a pair                      of combos that bring the ragdoll hard. the first of these is Resolute Flurry which has a jab at the end of                       the combo and jabs are key to making the enemy reach mach 5. when using this combo by just running at                    an enemy and spamming the attack button be sure to start the combo before you arrive at them so that                       preferably the last his is the killing blow ensuring your overwhelming victorious.

    ClashingForestCombo2.gif

                     The second and by far more potent attack is Battering Roots, with this technique your foes are sure to                        waver and fly under the sheer force caused by the impact of your Warframe's high heels. the pre-attacking                  method of the last combo applies triple hear, as though you do not move Usain Bolt-fast you still move                          tonnes, but this comes with the added benefit of being able to chain this combo endlessly between ground                    targets.

    ClashingForestCombo1.gif

     

    but the combos are only tools to supplement the warrior's greatest technique; the ground finisher.

     

    after the 87% of you laughing at me have left, allow me to elaborate. The standard finishing attack of the bo, whilst not too extreme in damage is an extremely wide underarm swing of your pimp-cane, with the ability to strike multiple targets and the now slightly diminished ability to launch them with the force of a thousand Russian Bear. and thus this build bolsters this pimp slap to the point where it becomes a B**** slap of sizable proportions.

     

    Don't forget to knock enemies down before you attack using ground slams and abilities 

     

    2)Mods and supplementation

     

    First of all, add in a maxed finishing touch to add a Multiplicative 60% finisher damage.Then add in your bread and butter Pressure point and Spoiled strike maxed out to add some damage and alliteration. Killing blow, Smite mods, and Organ shatter are then installed. Do not fret over channeling costs or crit chance, for to overcome resource famine and Rng is to achieve greatness worthy of any warrior. To finish off the mods, add in a maxed North wind and Molten strike, as Blast can knock people down so little else matters.

     

    now you can go around forma-ing every single mod slot to the appropriate mod so that you have 30 energy spare so that you can look your comrades in the eye and say "i have wasted six good forma, and i am proud"

    2uivn06.jpg

     

    now that that is out of the way we must move to the most important of all:

     

    3) Style

     

    in this build you get extra or minus style points for using the correct accompanying equipment. 

     

    Warframes

    in terms of sheer fabulousness, Volt Frost wins out, I mean just look at him! he's got the physique, the age and the cloth physics for it (and even i get giddy glimpsing at his well-sculpted masculine body).

     

    in terms of synergy and utility with this build i would say Banshee definitely takes the cake, her sound quake can casually knock targets down without killing them outright, and If savage silence augment applies to ground finisher the damage will be rolling like lubricated diarrhea.  

     

    Ash and Loki provide damage bonuses with their invisibility but not much else.

     

    Ember, Hydroid, Mag, Rhino, Nekros, Vauban and Zephyr all have ragdoll abilities that can get the ball rolling (or in this case the enemies' mangled corpse) but all look ridiculous doing it, and that's what really matters.

     

    Saryn, oh poor Saryn. she has contaigion but the staff just clashes with her look too much.

     

    Pets

     

    kubrows are leagues better than sentinels for normal play, however sentinels can help you by proc-ing blast and Wyrm can ragdoll with his ability.

     

     

     

     

     

    that is the end of your taster, now i order you to become my disciples in learning the ways of shoddy physics, but be warned as a warrior of the ragdoll you must follow this sacred code:

     

    1)only use these techniques in self defence (just tease them into attacking you first and it gets the peelers        off of your back)

    2)fight with honor and glory, show your enemy the ultimate respect of death by glitch.

    3)send me your bank account details.

  11. its logical isn't it, when projectiles or enemies get close the fire hazard shield melts them, reducing there combat effectiveness to zero

     

    ======================================================================================================

     

    only odd thing i can think about is the stances, if they add another one that would mark 4-ish weapons with unique stances, which poses a unique conundrum:

     

    -make more samey weapons without anything flashy or unique

    -continue making uber-fantastical weapons that are fresh, but horribly dilute drop tables and increase tedium

     

    i'l just have to put a kettle on boil in the avalanche-cave

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