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Admonitus

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  1. Thank you both for your input. Yes, I acknowledge that she is close to perfect which is why I put her in a strong B+. To clarify, I myself can cope very well with her Prowl ability being the way it is but it might be what turns newer players away from her since she requires more effort but maybe that is how it's supposed to be. Artemis Bow doesn't mesh well with her kit without help from the augment (hence why i called it a band-aid). Even if you use it with Quiver or Navigator, those abilities don't really mesh together since they only use one of the what, 7 arrows it shoots normally ? So it practically needs a mod to be somewhat usable (the shot gun argument doesn't really track for me, cause the last thing I want to do is to stand close to the enemies) Which, also takes up a much needed mod slot, of which we don't have too many available in the first place. As for Quiver, I guess my main vexation fixation is the fact that the [Empowered Quiver] augment only empowers 2 of the 4 arrows instead of all of them. Would it have killed them to buff the whole ability and not just 2/4 of it ? It comes across as lazy and unfinished imo. Also, please don't misunderstand my suggestion as an "Ivara bad please buff !" kind of topic and yes, there are other frames in much more of a dire need to be changed. I mainly opened this thread as a means to exchange information with fellow Ivara players and to see what they have to say about her. So if you disagree with anything said here, that is fine and I would love to read your input.
  2. I can see the use for cloaking arrow but I don't see why we need a whole ability for what should have essentially been baseline No one was talking about removing Dashwire and Sleep Arrows or them being bad. You basically agree with me about Noise Arrow so idk what to say there. The arrows as you said, were suggestions and hasty ones at that, feel free to suggest some too. You basically agree with me on Prowl being a good ability but a bit too laden with unnecessary quirks (even though your gripes are with the energy consumption which I agree with to some degree) As far as Artemis Bow goes, is there actually a use for it when compared to literally any main weapon ? There is no interaction at all with Ivara's kit and even the augment feels like a bandaid tbh. But thats your opinion vs mine here so if you enjoy it, go for it. As far as shield gating goes, that is not a mechanic that is exclusive to Ivara and should not be mistaken for her survivability ability.
  3. Yes, perma invis =/= good survivability. AoE abilities or enemies just sneezing in your general direction, will put you on your butt. Depending on the mission type, invis can be very strong but one misstep and you're done, where other frames can basically shrug off everything. I would put a Wukong for example at an B to A Tier just for reference. Well, you being able to afford the energy for cloak arrow but not the energy for prowl is a very niché and rare case tbh. I also get that some Ivara players like to shoot their own sentinel to run around with a stealth bubble but still, there is almost no advantage over just using prowl. An ability that comes with its own damage multiplier and a loot ability. Navigator has its own build with ability power, minimum duration and maximum efficiency that turns glaive explosions into tactical nukes basically. You should try it out, absolutely hilarious. Here is a [Video] that explains it. As I said in my OP, Prowl is a good ability, just too clunky to use with the completely unnecessary movement restrictions and might turn away newer players from what is a fun to play frame. Artemis Bow is a real stinker of an ability and basically unusable in its current state. It really needs a change.
  4. Hello my fellow Tenno, I have recently picked up Ivara again and after playing her for close to a hundred hours, I can now say that she is fun but really really outdated and does not "click" with the state of the game anymore. Lemme first put down her stats as perceived by me: Damage Single Target: A Damage AoE: B Survivability: C Utility: A+ Teamplay: C which puts her in an overall ranking of a strong B+ As you can see, she is a good frame overall, so why do I still want DE to change her ? Well, a couple of things actually. Quiver let me start off by saying [Quiver] is a great albeit unfinished ability. If you don't know what [Quiver] does, let me explain. Basically, there are 4 types of arrows you can cycle trough and shoot at will. Sleep Arrows which have a base radius of 6 meters and put enemies to, well, sleep. Dashwire arrows that anchor a wire between the point where you shoot at and your location. Cloak Arrows which place a bubble with a base radius of 2.5 meters and cloak everyone inside of the bubble. A noise arrow that attracts enemies in a base radius of 20 meters. Of all of these possible options, only dashwire and sometimes sleep arrows get used. Cloak arrows (yes, even with empowered quiver) and noise arrows are basically useless. Also, the only reason dashwire arrows are used is because of the augment mod [Empowered Quiver] which hilariously enough only buffs 2 of the 4 arrow types because even DE couldn't figure out what to do with the other 2 apparently. Suggested Changes Cloak Arrow -> neither the range nor the effect are very useful (why do we need 2 invisibility abilities again ?) It should be changed entirely to give a different effect. A suggested change could include: Shattering Arrow - Arrow shatters on impact, releasing xx shrapnel in a yy radius that will ricochet off of walls for zz seconds, dealing xx damage and inflict bleeding on the enemies Amalgam Arrow - releases a cloud of reactant gas in an yy radius which changes its properties depending on the type of elemental damage it comes into contact with, inflicting corresponding status effects on enemies in its area of effect. Lazarus Arrow - upon impact, deploys an energy field within a yy radius which pulses a random buff to allies every zz seconds. buff strength depends on ability power. ( Buffs could include shield/health regen depending on which pool is higher, melee/ranged damage bonus depending on what weapon is equipped at the time of the pulse or movement speed or an evasion/dodge bonus or any of the other countless options) Noise Arrow ->should be changed entirely. For example, make it a decoy arrow that puts up a holographic projection which gets attacked by enemies for zz seconds. Navigator Navigator has its uses and also a build that is quite fun and depends on it. If anything, I would only hange the scaling so it doesn't involve getting -87.5% duration just so we don't have to fly around with it for literal minutes until we reach max multiplier. Prowl First of all, as others have pointed out, her [Prowl] ability is not really up to par with other stealth frames anymore. The sheer amount of hurdles, DE put into this one ability, was fine at the time she came out but nowadays it just takes away from her playability and is very off-putting to newer players. If you have never played her, let me bring you up to speed: Ivara's [Prowl] ability functions much like Loki's [Invisibility] in that you activate it and you go invisible. Unlike [Invisibility] and basically any other ability that makes you go invisible it has some upsides and downsides: Downsides it has a continuous energy drain cost which doubles or even triples depending on what actions you take. it breaks as soon as you fire a weapon that is not silent (this should be the baseline for all invisibility abilities by the way) it breaks as soon as you either sprint,bullet jump or slide, really limiting your movement options it slows down your already abysmal movement speed Upsides you are invisible (duh) you can steal from foes while being near them, essentially doubling the loot you receive you have a headshot damage multiplier while in prowl that scales with ability strength Suggested Changes keep the energy drain and the break on firing a non-silent weapon but get rid of the break on sprint,bullet jump and slide as well as the movement speed reduction. It is just a little too many restrictions for a personal-range invisibility ability, especially nowadays where we have Octavia, who can just provide the whole team with easy invisibility with no downsides and an abnormal range. Artemis Bow Some people like it, more people hate it. Artemis Bow has the same problems every other exalted weapon has. Also, the lack of Arcane Slots and also, the fact that it is the only exalted weapon that requires energy for every shot, that's what is limiting its uses down to basically unplayability for some. It has literally no advantages over a good primary weapon. Suggested Changes Just get rid of the energy requirement. Unlimited ammo isn't even that much of an advantage nowadays where everyone just runs around with Nataruk or ammo mutation mods. That concludes my suggested changes for Ivara and I hope that we will see at least some kind of rework for her in the foreseeable future. TL;DR: Ivara was a good frame back in 2015 but now, 8 years later, most of her abilities are outdated and don't translate well into the current state of the game.
  5. Imo, Ulfrun's Descent should work like every other exalted ability and should just be a stance giving you infinite charges with a buff on kill for a few seconds, that allows subsequent charges the ability to spread status effects. So yeah, I am totally with you on that DE should have gone full throttle on the melee status spread playstyle instead of doing things half-assed. The fact that she doesn't even have a running animation when being on all fours, should tell you how much effort was put into her abilities. I love her design and all but it just feels like they gave up in the middle somehow.
  6. @CosoMalvadoNG I have actually addressed this in my original post: (TAP) Voruna drops to all fours and prepares a number of brutal charges that lock onto enemies. Ulfrun, the most powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby enemies that are inflicted by Status Effects. Lethal attacks increase the damage of Voruna’s remaining charges. Every charge counts as a heavy melee attack while Voruna remains in Ulfrun's Descent. This is to make it synergize with mods such as [Amalgam Organ Shatter], [Dispatch Overdrive], [Killing Blow] and [Life Strike]. @quxier you are right about the initial aoe but I think having an exalted weapon with a good status chance solves that problem somewhat already. I would agree that there should be an initial aoe damage at like 25~33% of the main hit damage which gets increased by status effects on the enemies but then again, I am somewhat against making just one ability of her kit a deus ex machina that can do everything.
  7. As other players have pointed out already, Ulfrun's Descent is far from what it is supposed to be. For such a cool ability to become the number one Helminth overwritten ability of Vorunas kit, is nothing less than shameful. Continuing where @YikersDikers left off in his thread and taking some of his ideas that were really good, here is my suggestion for a Ulfrun's Descent rework: Ulfrun's Descent Activation Energy Cost: 100 (TAP) Voruna drops to all fours and prepares a number of brutal charges that lock onto enemies. Ulfrun, the most powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby enemies that are inflicted by Status Effects. Lethal attacks increase the damage of Voruna’s remaining charges. Every charge counts as a heavy melee attack while Voruna remains in Ulfrun's Descent. (HOLD) Ulfrun guards Voruna. If Voruna falls during this time, Ulfrun dies in her place. Changes: Voruna has a unique running animation (I mean seriously, she drops to all fours but decides to quickly stand up when she has to move a bit ?) Voruna gets her own exalted weapon, "Voruna's Bite" which can be modded to increase the damage of Ulfrun's Descent. Ulfrun's Descent is now affected by ability duration, which increases the number of charges. Also, ability strength now increases the power of subsequent charges after the first one instead of the base strength of Ulfrun's Descent. (Since you can now mod base strength by modding Voruna's exalted weapon) suggested numbers are as follows: Base charges: 5 at 100% ability duration and increased by 0.05 every 1% of ability duration ( meaning 15 charges at 300% ability duration) Increase in power of subsequent attacks: +15% at 100% ability power and increased by 0.33% every 1% of ability power ( meaning +81% damage at 300% ability power) also, this should only mod the base power of the attacks instead of modding the power of former attacks. Using the example above, at 15 charges, the last charge would deal 1134% more damage which is more than enough considering that we now also have a higher base damage due to the exalted weapon. These are the least amount of changes that would have the biggest impact in transforming that ability from a trash tier ability that is subsumed over almost 100% to an actually usable and enjoyable ability.
  8. Yeah, that would make even more sense tbh. My fingers hurt from all the sliding since her neutral is ridiculously bad. Also, compared to some other weapon options out there, her claws aren't even that good for an exalted weapon. I just hope that DE will rework her at one point or another.
  9. The only gripe I have about shield gating is that frames like Inaros and Nidus are unable to do it and therefore are locked out pretty much in regards to very high level content. I would be fine with just giving the health only frames a way to gate enemy damage. Maybe give shieldless frames the ability to commit a percentage of their max health to a kind of damage stagger ? Basically have health only frames not eat all the damage at once but instead take a stacking debuff that transfers the damage to them over time.
  10. Hello fellow Tenno, I recently picked up our all time favorite (even tough DE apparently forgot she exists) kitty frame Valkyr and i've got to say that she has issues. As others pointed out, parts of her kit just don't work anymore with the current state of the game and feel dated, mainly her ripline and paralysis abilities feel so useless that they might as well not exist at all. But the main issue I have, is with her exclusive claw stance "Hysteria". Every other stance mod has, at max level, 5 Energy that they add to the energy pool of the equipped weapon (10 with matching polarity). I feel it is kind of unfair that the Hysteria stance adds 0 Energy to the weapon, making it harder to mod the weapon, which at its core is not even that good, requiring us to use ungodly amounts of forma, not only on the warframe but also on the weapon to satisfy the energy drain of must-have mods. My suggestion is for the Hysteria mod to add 2-5 energy based on the level of the valkyr frame (since it "levels up" with the frame anyways) or, even better to let us choose our own claw stance and make hysteria just another stance mod.
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