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Reifnir

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Everything posted by Reifnir

  1. Compared to the likes of Radial Blind, Avalanche, Rhino Stomp, Vitrify and even Inaros' pocket sand, his is an extremely narrow-targeted one, unfortunately. Unless you're camping in a sewer pipe, narrow angle frontal CC is anything but amazing. He's worse than Inaros in passive survivability and MUCH worse than Nidus, Nezha, Ironclad Rhino, Splinter Storm Gara and a multitude of others if we bring abilities into play, especially seeing how much of a pain in the arse it is to set up and maintain. In the grand scheme of things he's just a very, very average tank-ish frame and the only thing he REALLY has going for him is a passive Primed Sure Footed, which saves you a mod slot if you're not playing Nezha, Rhino or Revenant. Too bad that damage abilities that have no room-clearing potential (think Maim, Saryn's Spores, Peacemakers, etc) are, for a lack of better word, worthless in the current meta. If you have time to Landslide it, you have time to land a melee hit on it, and with a right melee it will affect MORE targets, will not consume energy and WILL work against ability-immune enemies that are becoming more and more plentiful. So at the end of the day, we have a somewhat tanky frame with passive knockdown immunity, a cool-to-use but energy-consuming and inefficient damage ability, a barely functional CC and two abilities that might as well not exist for all they're worth. He's crying "Rework!" almost louder than Vauban, I'd say.
  2. Если совсем начистоту, то от запасов платины тоже зависит, при некоторой фантазии. Парный Arcane Trickery во фрейме (Мистический Обман в ру-локализации) "слегка" упрощает прохождение теста. Вариант с 8 рангом, нафармившим его самостоятельно рассматривать не стоит, а с рук (по расценкам на сегодняшний день) это где-то 5-15 платины за сет, то есть за ужжжасную сумму в 10-30 платины можно скажем так, включить сложность "вери изи". Правда, если кому-то тест на девятку кажется непреодолимо сложным без Трикери, то лучше наверное сразу бросить это неблагодарное дело...
  3. It does drop significantly more on Hieracon, at every 4th Extractor. Got most of mine from there, anyways. Tried Xini - never saw one there.
  4. I think that at this point, Atlas needs a full-blown rework, tweaks will be a bandaid solution like Rivens to a poor weapon. I mean, what you're suggesting is nicer than what we have today, but it's still a bandaid. I kinda came up with a haphazard rework idea in another Atlas thread, copy-pasting it here: *** I'm disappointed Atlas did not get a proper rework for his Prime... So I went and came up with a quick off-the-top of my head rework to make Atlas great again: 0) Passives: Immovable stays as it is. Monolithic: Rubble no longer decays, caps out at 100 pieces and is used to fuel Atlas offensive/defensive capability (mostly during Landslide). Health restores/armor bonus get to stay. 1) Landslide: Exalted weapon akin to Baruuk's with unique mechanics. It's NOT fun to spam 1 to punch. Thus, exalted with a couple quirks. Normal melee attack charges at the target as current Landslide does. Charged attack either charges enemies with a range-scaling AoE blast proc on contact or (if aimed at the ground) slams the ground with a stomp-like AoE that knocks affected enemies down and opens them for ground finishers for a duration. Rubble synergy: If rubble is present, stone shards burst from both normal and charged Landslide attacks, proccing Slash. Ground-aimed charge attack with rubble also leaves a field of stone debris - a persistent (duration-based) AoE that slows enemies in it. Additionally, while Atlas has some Rubble, his fists auto-block up to 95% (Power Strength-based) incoming damage in an up to 180°(270°) frontal arc. Attacks that burst stone shards and rubble-powered blocks consume rubble. 1.1) Augment: Path of Statues is boring. Why not borrow from Excal's Chromatic blade? Replacing with Wrath of the Elements: Depending on Emissive color, landslide attacks deal 25%/30%/40%/50% bonus elemental damage. Rubble-powered attacks cause Blast, Magnetic, Radiation or Corrosive procs instead of Slash for Fire, Cold, Electric and Toxin, respectively. Ground-aimed charge attacks leaves an elemental puddle as well. 2) Tectonics - walls are boring. Besides, Volt has a better shield anyway. Replace with Boulder Toss. Tap to quickly form a standard-size boulder and throw it in the reticle direction. On contact with enemy, boulder "glues" the target to it and starts slowly rolling in the direction thrown, absorbing a number (power STR based) of enemies in its path until it hits an obstacle. Enemies past the limit are knocked down. Upon hitting an obstacle, the boulder explodes for heavy Blast damage, scattering enemies previously absorbed. Ability can be held to increase boulder size. Exploding boulders also scatter Rubble pickups for Atlas. Up to 1/1/2/2 Boulders can exist per Atlas at a time. Casting another one will detonate ones already present. Rubble synergy: While Rubble is present, cast Boulders consume some of it to become spiky, causing Puncture procs to enemies rolled onto/caught in the blast. Landslide synergy: targeting a rolling ball allows charging at it from great distance (thing Wisp Breach Surging to her Reservoirs) and explodes it prematurely, dealing Landslide damage to all enemies trapped by the boulder. Augment: Pull of the Earth - the boulder gains a magnetic aura and draws enemies and enemy bullets in a larger, range-based radius while rolling and/or holding ability key. Explosion deals Magnetic damage instead of Blast. 3) Petrify - is almost OK as it is. Range needs an increase, though. Landslide synergy: Damaging a Petrified enemy with Landslide deals more damage than normal. Boulder Toss synergy: Casting Petrify stops any rolling Boulders in their tracks. Petrified boulders produce more Rubble when shattered, either by Landslide or recasting Boulder Toss. Augment: Eh, I guess it can stay as it is. 4) Rumblers - we already have Wukong. Besdies, mountains don't need pets. So, I'd replace it with a transformation ability (yes, a bigger, full-body version of Conclave Rumbled :D). Gaia's Fury encases Atlas in rock, buffing his Armor/HP and giving him status immunity for a duration. Reduces Atlas movement speed and disables bullet jumps/most of parkour. During Gaia's Fury the ground itself shakes in a small, range-based AoE around Atlas, knocking any enemies down and dealing Impact damage. Rubble synergy: during Gaia's Fury, rubble is NOT consumed by Landslide/Boulder Toss/frontal blocks. Instead, it starts passively accumulating (up to a cap of 200) and violently explodes, expending all stored rubble in a huge Blast AoE when the ability ends. Augment: Vengeful Fury - during Gaia's Fury, any attacks that land on Atlas cause a backlash of stone shards dealing Puncture and Slash damage. Yes, I ran out of idea by this point. Yeah, yeah, ability names are WIP, so is the whole thing, but come on, this is something I spent an hour+ writing, surely DE could do better than "exploding rumblers" >_<
  5. I'm disappointed Atlas did not get a proper rework for his Prime... So I went and came up with a quick off-the-top of my head rework to make Atlas great again: 0) Passives: Immovable stays as it is. Monolithic: Rubble no longer decays, caps out at 100 pieces and is used to fuel Atlas offensive/defensive capability (mostly during Landslide). Health restores/armor bonus get to stay. 1) Landslide: Exalted weapon akin to Baruuk's with unique mechanics. It's NOT fun to spam 1 to punch. Thus, exalted with a couple quirks. Normal melee attack charges at the target as current Landslide does. Charged attack either charges enemies with a range-scaling AoE blast proc on contact or (if aimed at the ground) slams the ground with a stomp-like AoE that knocks affected enemies down and opens them for ground finishers for a duration. Rubble synergy: If rubble is present, stone shards burst from both normal and charged Landslide attacks, proccing Slash. Ground-aimed charge attack with rubble also leaves a field of stone debris - a persistent (duration-based) AoE that slows enemies in it. Additionally, while Atlas has some Rubble, his fists auto-block up to 95% (Power Strength-based) incoming damage in an up to 180°(270°) frontal arc. Attacks that burst stone shards and rubble-powered blocks consume rubble. 1.1) Augment: Path of Statues is boring. Why not borrow from Excal's Chromatic blade? Replacing with Wrath of the Elements: Depending on Emissive color, landslide attacks deal 25%/30%/40%/50% bonus elemental damage. Rubble-powered attacks cause Blast, Magnetic, Radiation or Corrosive procs instead of Slash for Fire, Cold, Electric and Toxin, respectively. Ground-aimed charge attacks leaves an elemental puddle as well. 2) Tectonics - walls are boring. Besides, Volt has a better shield anyway. Replace with Boulder Toss. Tap to quickly form a standard-size boulder and throw it in the reticle direction. On contact with enemy, boulder "glues" the target to it and starts slowly rolling in the direction thrown, absorbing a number (power STR based) of enemies in its path until it hits an obstacle. Enemies past the limit are knocked down. Upon hitting an obstacle, the boulder explodes for heavy Blast damage, scattering enemies previously absorbed. Ability can be held to increase boulder size. Exploding boulders also scatter Rubble pickups for Atlas. Up to 1/1/2/2 Boulders can exist per Atlas at a time. Casting another one will detonate ones already present. Rubble synergy: While Rubble is present, cast Boulders consume some of it to become spiky, causing Puncture procs to enemies rolled onto/caught in the blast. Landslide synergy: targeting a rolling ball allows charging at it from great distance (thing Wisp Breach Surging to her Reservoirs) and explodes it prematurely, dealing Landslide damage to all enemies trapped by the boulder. Augment: Pull of the Earth - the boulder gains a magnetic aura and draws enemies and enemy bullets in a larger, range-based radius while rolling and/or holding ability key. Explosion deals Magnetic damage instead of Blast. 3) Petrify - is almost OK as it is. Range needs an increase, though. Landslide synergy: Damaging a Petrified enemy with Landslide deals more damage than normal. Boulder Toss synergy: Casting Petrify stops any rolling Boulders in their tracks. Petrified boulders produce more Rubble when shattered, either by Landslide or recasting Boulder Toss. Augment: Eh, I guess it can stay as it is. 4) Rumblers - we already have Wukong. Besdies, mountains don't need pets. So, I'd replace it with a transformation ability (yes, a bigger, full-body version of Conclave Rumbled :D). Gaia's Fury encases Atlas in rock, buffing his Armor/HP and giving him status immunity for a duration. Reduces Atlas movement speed and disables bullet jumps/most of parkour. During Gaia's Fury the ground itself shakes in a small, range-based AoE around Atlas, knocking any enemies down and dealing Impact damage. Rubble synergy: during Gaia's Fury, rubble is NOT consumed by Landslide/Boulder Toss/frontal blocks. Instead, it starts passively accumulating (up to a cap of 200) and violently explodes, expending all stored rubble in a huge Blast AoE when the ability ends. Augment: Vengeful Fury - during Gaia's Fury, any attacks that land on Atlas cause a backlash of stone shards dealing Puncture and Slash damage. Yes, I ran out of idea by this point. Yeah, yeah, ability names are WIP, so is the whole thing, but come on, this is something I spent an hour+ writing, surely DE could do better than "exploding rumblers" >_<
  6. I just repeat my Focus farming routine and do an Equinox/Ivara run of Adaro, Sedna. They literally don't know what hit them since they're asleep by the time it happens (Rest/Sleep Arrow).
  7. This is NOT a good limitation. There are four parts to get (2x blade, 1x subcortex, 1x BP), people who play on weekends are well, screwed since you're more than likely to get useless duplicates. Will this fight be at least available without keys during the last week of this Series?
  8. They weren't that keen on signature weapons being, well, signature before. Signature passives are a pretty recent thing, but since that pretty much ties weapons to their respective owners, we can now fully expect major changes to Prime Access usual randomness starting a little over a year from now, since Octavia is almost guaranteed to bring Tenora and Pandero Prime with her (estimated Prime release - winter 2020), followed by Gara (estimate Prime ~spring 2021) who comes with THREE signature weapons - simply because it would make zero sense to Prime signature weapons without their frames.
  9. How big of a stat boost are we talking here for Dethcube? Because currently, it has all the survivability of a helium-filled balloon. In lava. They'd have to pretty much quadruple its stats to make it a *somewhat* viable alternative to Sahasa kubrows (who can make use of Pack Leader and have a downed state to boot) in terms of Energy Orb generation.
  10. Actually, it's the old timers that have accumulated mountains of spores, ferrite and alloy plates. When tower keys were a thing, when "H ODD" was a common sight in Recruiting, when Akkad was a major leveling node etc. Nowadays it's completely possible to reach Tridolon runs and not even have enough resources to build a friggin Kavat incubator upgrade (120k plates), much less being able to afford hundreds of thousands of resources on Ciphers. That said, I'd love a 100x Cipher/pizza bundle blueprint...
  11. Is this actually a surprise to you? Yes, people play because of rewards, be it more power in the form of new mods/arcanes/gear or more fame in the form of leaderboards/personal stats. Enjoyment is a factor too, of course, but noticeably less important compared to the first two. Without a proper gameplay/reward loop people lose interest very quickly. Lua Spy is an amazing piece of work - but after exhausting its reward list and learning it inside and out nobody goes there unless forced/asked. Tridolon speedruns and endurance endless modes are a nice change of pace compared to faceroll difficulty of everything else, but people do the former because of arcanes/focus/kill count and mostly do the latter for the bragging rights since efficiency-wise a 5-hour Survival run is not that different from a 20-minute one. Warframe has HUGE issues with that, and it's been like this for a while. If Railjack goes the same route it's going to be rather... Sad.
  12. TBH, Gauss feels like a Frankenstein's monster made of crippled, twisted versions of other frames' abilities with additional bells and whistles attached. Gimmicky and overly dependent on synergies does not translate to fun, unfortunately. His Mag Rush feels like someone started designing a fun augment for Rhino's Charge (hold to charge indefinitely, AoE on impact) and decided to cripple it by per-distance-traveled energy cost and bad controls/visuals before turning into a standalone ability. His Kinetic Plating is for a lack of better term, a cheap Warding Halo ripoff with more dependencies and hurdles than usefulness. His Sunder is a poor man's Avalanche/Fire Blast, worse in pretty much every regard - and you know that if your ability is worse than something from Ember's kit, you're screwed. Hard. Finally, his Redline is a costly, limited bandaid to his other three abilities that barely solves anything and should've been built into them by default. Almost like many warframe augments. Other than that... Cool visuals, love the extensions that pop out on Redline activation, but he's too much of a gimmicky sidegrade in every way to be interesting or good.
  13. Не совсем. Значение Punch Through (в метрах) показывает, преграду какой толщины способен преодолеть снаряд. На расстоянии, которое он пролетит после пробитой цели это не сказывается. Т.е. если при значении в 1.2 метра пуля прошивает тушку противника, дальше она полетит, как ни в чем не бывало, а "завязнет" только когда суммарная толщина пробитых преград превысит значение пробития. Средняя толщина противника (гренка при стрельбе в грудь) - где-то полметра, то есть если на тебя растянутой метров на 20 цепочкой по одному бегут четверо противников, а в пушке суммарное пробитие на два метра - одна меткая пуля прошьет всех четверых. Также некоторые поверхности (купола Фроста и экзимусов, пузыри нуллифаеров и т.д.) являются непробиваемыми.
  14. Я последние месяцы играю где-то час-полтора по будням. Зашел, сделал вылазку, опционально - что-нибудь из найтвэйва или если прокнул бустер - забег на Куву и на выход. Как ни странно, все успеваю. Да, контента нет, да кормят завтраками и это плохо. Вон, ютуберы бегут уже. Вот только называть оказуаленный до предела найтвейв "задрот-контентом" язык не поворачивается, в World of Warcraft куда больше времени уходило играя в режиме "зашел дейлики сделать".
  15. And my Prisma Xiphos landing craft still looks like a cheapo plastic imitation of its past self. More tweaks, please?
  16. Куда ее столько, блин, репы этой? 3 из 5 сюжетных роликов в волне открыто, еще фармить можно будет дооолго - при этом у меня уже 38 ранг, разве что Куву скупать за излишки. Волна для слоупоков какая-то вышла.
  17. Влияет. В отличие от обычных модов, тип ривена (мода разлома) при трансмуте случайным образом выбирается из тех четырех модов, которые ты сливаешь. Т.е. четыре винтовочных мода ВСЕГДА дадут на выходе новый винтовочный мод. Эта информация кстати есть в англоязычной вики, в русской ее почему-то нет.
  18. Reifnir

    Shawzin hero

    What's next? Tristram theme? Key of the Twilight? Also: This was epic.
  19. Gauss is still cooking, so I got to play with his weapons only for now. Acceltra: Pros: It's a decent low-to-mid tier crowd clearing weapon, possibly even a bit better with a really good Riven. Rather fun to use, too. Cons: Self-damage. This is something that should NOT exist in Warframe. Either we're playing a 3rd person Diablo-like and we can detonate anti-matter orbs right under our feet for fun, or we're playing space ninjas by the D&D Core Rulebook settings and kill ourselves with a misplaced Fireball. Choose one, don't mix. It's simply not fun. You know what is one of the most fun things about Acceltra? Hovering in aim-glide while yelling "Death from above!" in a literal, rapid-fire carpet bombing run. And one of the least fun things is landing into your own explosion and dying. Ammo reserve is non-existent and flow-breaking. How about a charge clip with faster recharge/lower recharge delay on sprint? Oh, and this gun needs its own "Epilepsy warning" sticker. Explosion is way too bright. Akarius: Pros: Uhm, it looks cool. If it were a dual pistol/pistol skin, I'd buy it for plat in a blink. Cons: Everything else. Abysmally low ammo, DPS is too low to warrant self-damage and it's a status-based IPS weapon with no S, so no slash procs. That, and it actually steers projectiles AWAY from enemy heads, so fewer headshots. It's like a Twin Stug, but worse. Just no.
  20. Just got it now, upon logging in. Watched the stream last night, so just a huge DElay for me.
  21. Same thing, never had an issue with twitch drops, but it's just not working ATM.
  22. Disruption rewards don't follow the usual AABC rotation. Depending on the number of surviving Conduits it looks like this: Round 1 - AAAB (so you get a B if all four Conduits survive, A for anything less) Round 2 - AABB (A for 1-2 conduits, B for 3-4) Round 3 - ABBC (A for 1 Conduit, B for 2-3 Conduits, C for all four) Rounds 4 onwards - BBCC (B for 1-2 Conduits, C for 3-4 Conduits) So if you reach Round 4 and from that point manage to keep 3-4 Conduits alive each round, you'll see nothing but Tier C rewards.
  23. - Unskippable intro when loading into public missions. By the time it finishes, everyone's already far ahead - My Kavat (Moonless/feral skin) changing colors on its own almost every other mission - to default dark blue - Rescue/Sortie defense targets crawling into textures while in bleedout state, making them impossible to revive - Progress bars (UI) and sometimes even consoles invisible on Interception missions
  24. Warframe is NOT a game of skill. It's a game of choosing the right tools for the job. For game modes where killing enemies as quickly and efficiently as possible is the goal, Saryn (and other nukers) are the right tool. If you want to be able to shoot/poke every enemy to death individually, you might want to reconsider joining public missions for that. There's always an option to run a premade group Arbitration (or even do it solo), you know. Try to hammer one thing into your self-centered head: People in PUBLIC matches are not there to admire your skill. They're there for a very specific task and letting someone else show off at the expense of their own time is NOT it.
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