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SamuraiPizza

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Posts posted by SamuraiPizza

  1. Personally it does not bother me that slash is getting nerfed, but what bothers me is that DE explicitly stated that "slash will continue to work as is, stacking multiple times", giving the impression that they are leaving slash alone, but it turns out that they are actually nerfing it. It's misleading and...well, feels underhanded. 

    With that out of the way, I'd be happy to see Magnetic/gas damage be more useful. Looking forward to the 2018 changes.

  2. 1 hour ago, [DE]Megan said:

    Fixed redeeming more Syndicate Medallions than your daily limit prompting you with a ‘wasting Standing’ message. Redeeming Syndicate Medallions is not affected by your daily cap.

     

    Are you being serious?

     

    Edit: nvm just read it's a typo. Apologies.

  3. Soooooooooooooooooooooooooooo

     

    Let's see if I understand this correctly:

    One dude made a (possible) lolpost (possibly)joke-suggesting the name "garasu."

    This dude got no support.

    DE picked that one, Lord knows why, despite this being a really bad name.

    DE say "this is a design council choice."

    Uhhhh.......

    No. This has got to be an elaborate troll. 

  4. 1) Sniper buffs?

    2) I don't mind Zenurik's passive going away but there HAS to be a reliable energy gain mechanic because a lot of staple builds of frames like Rhino and Vauban (and a few more) are very energy hungry and depend on Zenurik to remain viable. 

    3) Shield gating?

    4) More of a curiosity: what place will shotguns have on the plains?

     

     

    Also, I'd MUUUUUUCH rather you guys take your time and put out a sweet, rock solid update. We do NOT want Specters of the Fail 2.0, thanks.

    Good luck with the release, looking forward to playing it!

  5. Harrow:

    I'm SOMEWHAT excited for Harrow, but I worry that

    1) his shield sacrifice gives buffs that appear to not be very significant in the grand scheme of things, I mean fire rate and reload speed buffs are very very meh if you think about it. If I missed something, my apologies. If the buffs are large buffs to things like base damage or critical chance/damage, then I'd be on board.

     

    2) his energy regain mechanic has far too long a cast time and appears to offer far too little in return, and other avenues of energy regain will likely need to be relied upon. I'd very much like to see not only a cohesive kit (which you guys seem to be on very much the right track for), but also a self sufficient and effective one. 

     

    3) As @Archeyef above pointed out, the pace at which Warframe flows is FAR tooo quick for a frame that is rewarded for being patient and lining up headshots. 

  6. 1 hour ago, HolyDemon00 said:

    I'm a hardcore merchant and semi grinder (enough to farm the credit). From the perspective of both, it's completely irrational to craft exilus with forma, when the former costs 20p, and the latter costs 23p (from bundles), not to mention the opportunity cost from the time spent doing the invasions and farming argon (which can be better spent grinding endo/fissure/raid/kuva or trading). It's clearly a move from DE to make people to buy the exilus instead of playing the invasion for it

    9aivIWI.png

    This right here.

    This wasn't a "bug fix." 

  7. So I'm torn  between two builds

    Steel Charge, Power Drift,Vitality,Steel Fiber,Transient Fortitude,Intensify,Primed Continuity,Rage,Streamline,Primed Flow

    200% Strength
    100% Range
    130% Efficiency
    130-ish% Duration (IIRC)
    ~400 Energy
    925 HP, 81 health/second heal rate (IIRC)
    315 Armour+ ~365 with Iron Renewal =680 Armour, almost 70% damage reuction
    1.14Energy/sec drain

    OR

    Steel Charge, Power Drift,Vitality,Steel Fiber,Transient Fortitude,Intensify,Primed Continuity,Rage,Streamline,Fleeting Expertise

    200% Strength
    100% Range
    175% Efficiency
    80-ish% Duration (IIRC)
    150 Energy
    925 HP, 81 health/second heal rate (IIRC)
    315 Armour+ ~365 with Iron Renewal =680 Armour, almost 70% damage reduction
    ~0.6 Energy/sec drain

    More spammy Reckoning, but with a way smaller energy pool. Unsure if Rage fixes that entirely, it's a little hard to tell from what testing I've done so far.


    I'm able to facetank at least DECENTLY with either build, and I'm playing him as an offensive melee regen tank with an AoE heal....sort of like a more offensive Inaros? Although Inaros does that job better (lol)  

    I'm looking for specific build critiques. MAINLY wondering if I should Fleeting Expertise (more spammy Reckoning) or Primed Flow (larger energy pool, essentially more peace of mind with Reckoning being an "oh sh*t" button when things get hairy. 

     

    I'd appreciate your thoughts.

  8. 5 minutes ago, Dwolfknight said:

    No, we asked for a Flat armour buff. also armor IS a damage reduction

    But Armour falls off very fast: I mean if you have 300 armour, that 50% DR. DOUBLE the armour, it's just 66%. 

    It's far more effective to have like a flat 30% DR (nothing too insane, I'm not saying it needs to be trinity level DR). Man, I'm just saying he needs a solid survivability mechanic to be able to solo the starchart at the very minimum, and preferably Sorties. 

    EDIT: inb4 I CAN SOLO STARCHURT U CANNOT BCUZ U SKROOB

    I hope you get my point though

    Cheers.

  9. Just now, Aarnwulf said:

    Just ran Sortie II as Oberon. Before the rework, he was just a giant liability to the squad on such a mission. -- In this particular run, queueing in as a PUG, he needed zero out of 11 revives, had zero deaths, did a respectable 19% of damage, and had good crowd control and utility.

    I understand he will never be good enough for some players, by virtue of not being "the best" at any one thing. He is now viable as a contributing member of a squad into common, daily content in the lvl 50-100 range, where before he could not be useful.

    I'm interested in your build, sir.

  10. Okay so here's my experience. Granted this is only for a specific build, i.e. a melee tank build.

    Rank 10 steel fiber and Vitality,

    Rank 8 primed continuity, blind rage and transient fortitude,

    Rank 7 narrow minded and primed flow

    Power Drift

    Rage to keep me topped off on energy

    he gets about 850ish total armour. With that setup, he kind of works. Kind of. 

    Using his 1 for minor CC, 2 and 3 for getting an armour buff and going full melee seems to yield results but the armour buff is not good enough to take him to chroma levels of tanking insanity. The negative efficiency hurts him, since the need to constantly keep casting renewal eats through his energy rather quickly. On top of all this, his 4 costs too much for what it does. So I'm relegated to using his 2 and 3, and since I cannot cast his 3 frequently enough due to efficiency concerns I put a life strike on my melee weapon and keep myself healed that way. Now if I have to go to these lengths to SOMEHOW make him work, does that not mean this isn't exactly the best rework? I mean Chroma works WAY better on a similar build, and if I wanna go team support with high range I lose too much duration, unless I replace with Constitution, and even them it's a little too low duration. 

    Full disclosure: this is literally the first time I am playing him. Unsure if I'm doing anything wrong. 

     

    I suppose this made him kinda playable? But this is certainly not his max potential...if that makes sense. 

  11. So literally the only thing you guys changed from the (frankly underwhelming) PrimeTime sneak peek was renewal, because the community screamed it lungs out about it?

    Sigh....okay then. I am disappoint. But that's my bad: I should've tempered my expectations, I suppose.

    Thanks for fixes/patches though. Cheers.

  12. 17 hours ago, MarrikBroom said:

    I main Oberon. My lineup is 'Oberon, Excal, Nidus, then I think Chroma, Loki, Limbo.' I am crazy enough to take the JOAT into sorties. I stick with him in spite of there being objectively better frames. I realize this rework will be the one time he gets looked at for a long time, years if not longer. So I want this to be the best possible rework given the idea we're after buffing what he has as opposed to gut and replace.

    Given these facts, I am going to be harsh.

    Testing Environment

    The build used had Blind Rage + Intensify with a six forma Oberon. This is not a good 'let's show an in progress build' since that is basically a fully maxed out Oberon. This does not give a neutral testbed when showcasing range, duration, power, and surviveability.

    Test level was the first five minutes of a survival that is within the level range that Oberon is 'Fine' pre-rework.

    That Rebecca was using strength mods and enemies weren't dropping like flies is concerning, because that means by default the power strength is a lot weaker.
    On the plus side that means Oberon is a lot less energy hungry than depicted, but when the 'OMG IT NOW SCALES' power isn't murdering enemies at the start of survival against enemies that are radiation weak? OK Fine things were dying but still... This is with a power build.

    The other major problem is it had a fairly confined layout so we didn't have a good look at the sort of arch Hallowed Ground would have. We just saw it FILL an area, which admittedly is a lot nicer than current, but we didn't see the overal shape and range. This feeds back into 'we should have started with a 100% across the board Oberon.


    Specific issues with Powers:

    Smite: Information on how it scales would be nice. There is also a fear the rollout will happen, then devs will go 'oh that's TOO nice. break out the nerf bat' ala Limbo.

    Hallowed Ground: The rework seems to want to use Hallowed Ground as a Tentpole everything else hangs off of. I'm concerned that Oberon is only really effective when facing anything on hallowed ground and he's very very lacking without. As much as I want hallowed ground synergies I want to be able to use powers and they actually DO something without having to key macro a bunch of stuff.

    Renewal: Range nerf, Still shuts down when the heal is done regardless of duration, no word on if the wonky duration relationship is fixed, and Why does the person being healed need to be on hallowed ground? Why can't Oberon be on the hallowed ground and if ally steps off they still get armor buff? Also need to know if Renewal will heal allies/objectives since it's a pulse wave instead of healballs.

    Reckoning: Does it still proc radiation? What will it do when not using hallowed ground vs hallowed ground?

    Passive: Will there be anything to help sentinels? Is it companion centric? It's not a terrible passive as such goes.
    Positives:

    Because I want to not have this post be all doom and gloom.


    Smite: Scaling of any sort is nice. Smite the ballista or bombard and everything around it will die. Smite the Well of Life pInata and EVERYTHING EVER will die.
    Hallowed Ground: Appears to have a lot more range, and seems to have a purpose in that you can hurl the cone out and the bunch of incoming enemies are now wanting to hurt eachother.
    Renewal: The ONLY thing that might be good is if it will heal allies, companions/snetinels, and objectives.
    Rackoning: If it ain't broke donw't fix it. Other than the question on if it still radprocs, it isn't worse than it was before.

    Passive: Not a GREAT passive, but it's going to help pet users and not cause waves to stall out by that one kavat that hasn't died.

    I'm pessimistic at how 'natural' this rework/reshuffle/balance pass will feel, but I'd put at worst he'll be a C instead of a D, and I'm thinking after we find out more details on the how of each ability he might even make it into a solid B. Still loses out to specialists, but able to stand on his own without having to constantly squeeze every ounce out of what you can do as a player.

    THIS!

    People need to be spamming the living crap outta this post.

     

  13. Just now, Music4Therapy said:

    I believe in this case

    Though typically I'd agree, in this situation I'd have to say Frost has an amazing kit as I'm sure you'd agree. There are very few situations a Frost cannot handle. That said, having to bring a squadmate to fill one of his few weak spots seems more than fair in my opinion.

    I do agree, Frost is outstanding!

    Hmm, I suppose it's fair, but I'm a little bit miffed at the fact that I cannot focus my builds on either crit or status completely.

    EXCEPT an idea just struck me: punch through might help shoot through their face-covering arms. If that scores me my headshots, then I'm actually sorted. I will test this after I get home and report back here!

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