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Rhaenxys

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Posts posted by Rhaenxys

  1. Not too much ago DE implemented an a small AoE on Javlok primary fire which is no longer there, you can notice this easily because the self damage is also removed and shooting near an enemy doesnt damage them, hope is not intended, even with the self damage its what makes the javlok more unique compared to ferrox.

  2. 33 minutes ago, Hallowieners said:

    I pretty much have infinite energy with Atlas due to landslide's very low energy cost and the fact that energy orbs drop enough between every couple of kills to make it completely self sufficient, and invincible for a good portion of the time as long as I have enemies to hit. Titania could use an energy pool buff being a caster frame that should utilize all her powers. 

    Labeling warframes as casters is just outdated, energy spent/consumption is the balancing factor here.

    Atlas may take low energy per hit/use of landslide but is the core ability of that warframe and it requires constant use unlike titania`s abilities, only tribute takes high amounts of energy but the buffs duration already makes up for it.

    Titania`s energy pool is not enough IF you dont choose an option, either max efficiency or max energy pool (or both like me), i feel like asking for a energy capacity buff is asking DE to give you a buff just to not make any sacrifices with mods.

     

  3. Im not trying to sound rude but this has been discussed a lot of times, her max energy pool is enough as it is, atlas has a higher energy pool due to the constant use of landslide.

    I think people expect too much energy efficiency without doing sacrifices, a lot of frames require the use of flow/primed flow and titania is not an exception, i personally run with max primed flow/max efficiency and is pretty much infinite razorwing usage.

     

     

     

  4. Her first ability is good as it is, with oly stretch it has a decent range, at max efficiency it cost like what 6 energy? the cast time isnt that long and can be spammed, for a first ability it offers incredibly good CC potential because not only floats enemies away they also drop their weapon and force them to pick the weapon again, extending the CC potential, also proc immunity is a good extra.

    The second ability is what needs tweaking the most, some buffs like the evasion one can be stacked very quickly but as an example, entangle (slow effect) offers a very minimal porcentage buff and cost too much to stack, either they need to give the ability the same threatment as blade storm (marking in one cast) or reduce by half how many uses you need to reach max stacks.

    Third ability is somewhat good as it is but it should stop enemy movement on affected targets, i would also remove the ability to move the target by attacks.

    Razorwing would be better with a vacuum effect to pick up items, other than that is fine.

    Her energy pool is good as it is, with primed flow and max efficiency you have more energy than you would need and still have room for a lot of mods.

  5. Seems like i was dumb to not notice mesenpai how the changes to ravenous work, mutation stacks are only gained if the maggot explosion hits an enemy when maggots are exploding by virulence, dunno if it was like that before tho, seems fair i suppose.

  6. I agree and disagree with the recent changes:

    - The undying passive requiring 15 stacks is more or less a balanced change, 20 is overkill imo.

    - Losing mutation stacks while in nullifier bubble is a good change and the draining rate is fair, however draining mutation stacks for falling out of the map is not fair, sometimes it isnt the player`s fault.

    - Ravenous changes are very bad, now i dont even get stacks when the maggots die but the worst thing is i dont get stacks for exploding maggots with virulence.

  7. I see a lot of threads here and on reddit about Nidus being OP and he is not OP, in fact he is incredibly well balanced.

    The damage on virulence scales but with stretch, the range is a bit limited, overextended ruins a bit the damage, also, there you have abilities like landslide who can potentially deal more damage.

    His CC is balanced but cant compete with CC focused warframes or even Titania`s CC capabilities, is mainly there to aid in the use of his first ability and is restricted to one use at a time.

    His survivability is "high" but unlike other frames, it requires managing the mutagen stacks and is restricted to a limited area, against high level enemies the use of ravenous and symbiotic link is a must, chroma, wukong, valkyr or inaros can have more freedom of movement.

    And about his passive, is good but not OP, one thing to consider is, Nidus lose all mutagen stacks if he goes down with less than 10, in a high level mission that causes a difficult time rising the mutagen stacks again, the "undying" thing is to reward players for high mutagen stacks.

    From my point of view, he is a well balanced frame with an original gameplay mechanic, which was a surprise for me because i was a bit disappointed for what they show on the devstream.

  8. When using titania`s solstice skin and activating razorwing the colors are changed for the selected ones, it only goes back to normal if i use a focus ability, however the issue appears again if i activate razorwing.

  9. Mutalist cernos, used that weapon before rivens and love it but i like it even more now that i have a riven with crit chance, crit damage and electric damage, it has around 68 crit chance and x6/7 crit multiplier while melting grineer armor with corrosive procs and killing corpus with the critical toxin procs, a beast of a weapon.

    I also like to use tysis and pox, cant wait for secondary weapon riven mods.

  10. Nidus just seems to be a different touch on inaros gameplay mechanics, even his 4 ability is very similar to scarab swarm, his scalability seems to be terrible other than CC and survivability, i just hope the target affected by symbiotic link is immune to ally damage in a similar way as titania`s third ability because if not it would be pretty much useless playing with random people.

    Riven mods for primary weapons must be obtained in other ways, via alerts, syndicates etc, removing them is just a bad move for anyone who didnt have enough time to play the game.

    I really like the direction on limbo`s rework, cataclysm is in most situations a death sentence to limbo due to the lack of CC, a stun/freeze or any kind of CC effect would help to fix this issue, a quick transition for entering the rift is a very good change too.

    Thanks for the review tho.

  11. Power drift have most advantages, it boost hysteria base damage, it boost (by a little margin) warcry armor buff and melee attack speed, which is a bit more DPS while in hysteria, the 30% chance to resist a knockdown is also a life saver when outside of hysteria to quickly activate the ability if needed.

  12. Drifting contact must stay like it is right now, affecting "exalted" abilties, specially when you have weapons like fragor prime, war or galatine prime with their respective stance multipliers dealing more damage than these types of abilities while taking way less energy per second.

    There was always that statement about exalted abilities who are only sidegrades to regular melee or how they dont have to be superior but in fact they need to be better than regular melee, why? simple, energy spend, even most of the time channeling is out of the equation for exalted melee because it will take too much energy to mantain (worse case with hysteria as rage doesnt work when active).

    As for primal fury, the only redeeming aspect of the ability is how wukong can be modded enough to mantain defy and primal fury while having room for enough power strength mods plus the must have primal fury augment, damage wise is quite decent (with drifting contact of course...).

    As a side note, i feel like we are at square one when exalted abilities were taking your melee stats into account, limiting your weapon choice, there is no reason, not even for balance how i have to choose between using my regular melee with shadow debt mods or using my ability.

    Even lowering a bit exalted abilties base damage (200 base damage instead of the current 250) but allowing shadow debt mods work on them would be a good option.

  13. After limbo, zephyr needs a rework ASAP and i dont even play with her (but i know how her abilities work), she doesnt have a very defined role, her kit is very simple and lacks complex mechanics/synergy, hell even her two first abilities could be just one ability, after zephyr maybe a few changes to fix oberon scaling or maybe a few buffs to hydroid.

  14. I dont think it needs a buff or any kind of change, people assume too much about the cloud, is only there to proc corrosive and deal toxin damage, with a crit build and with the benefits of headshots the DoTs deal enough damage.

    Is a bit funny how mutalist cernos has an easier time killing a level 100 heavy gunner than rakta cernos/paris prime/dread, 5-6 arrows in the head are in most situations enough to kill very high level heavy units, while rakta cernos may take like 10-12 headshots.

    A lot of time i use mutalist cernos and pox, both extremely good weapons that people discard for weapons with higher numbers without taking more information into consideration.

    I wouldnt recommend using heavy caliber tho, you lose a lot of potential corrosive procs + DoTs if you dont hit the two arrows on your target.

    I saw a similar thread on reddit, maybe i will upload a quick video as an example.

  15. One thing to clarify, if they change hysteria into draining health over time (which was proposed before) the current self damage mechanic has to go because in terms of survivability would be worse than defy or even vex armor.

    I would say just remove the self damage mechanic and keep the current aura to draw enemy aggro but the aura`s range is at max range (20m i think) instantly when using hysteria.

    And about the power cost, in terms of balance, it should have a minimal consumption even if it has a health drain, something between 0.75 - 1.25 at base.

    They should take a look at paralysis too, the stun duration and the range are very short.

  16. Since this update, growing power is not working properly, sometimes it works when playing solo/as a host (there are situations where it doesnt work even as a host) the aura does not work when playing as a client, im using mutalist cernos/pox if that helps.

    Another small bug to add, when playing as client, when the operator goes out of the warframe it has the default hood under the selected hood.

  17. The grineer fortress and all the new music is very polished, while the new story quest is good it isnt on the same level as the second dream, at least for me, congrats to DE for all the work tho, their designs as a whole are fantastic.

    As a negative note, i dont really like the kuva spawn rate, i understand that we cant have everything quickly because we would be bored very fast but considering the new resource is needed for new mods (which are already rng) and certain weapons it should have a higher spawn rate.

     

  18. I dont really see the problem with this mod affecting exalted abilities, it isnt much difference than spamming one heavy unit and reacing x2/x2.5 damage, is a damage amount who is already there.

    Regular melee weapons reach even higher amounts of damage with the bloodrush + bodycount combo, all while being way more energy efficient.

    In certain cases like hysteria, the recent changes makes pretty much impossible to mod for a decent amount of power strength, the problem of melee stats transfering into this abilities was fixed, leaving more room for weapon choice but the problem is here again, except now the problem is with mod restriction.

    Two solutions here, increase the combo duration for this abilities to 10 seconds by default or make power duration affect the combo counter, i dont seriously get DE point of view with this abilities, they are falling behind more and more with each unique mods.

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