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Yonm

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Posts posted by Yonm

  1. 1 hour ago, Andele3025 said:

    No, you are ignoring the point, not only do you and OP seem to not understand hat if you are doing any high end content solo you pick the appropriate weapon (as in you dont crux your killing power on a exalted weapon designed for CC) or in the case of group play armor doesnt matter because 4 corrosive projections (or saryn) remove it all, but also that as said his ulti is there for its cc utility AND that unlike him excalibur doesnt have 3-5 layers of high damage reduction, capisce?

    Range knockdown isn't all that useful at "high end content" especially if it's tied to a resource, prevents weapon use and decrease your damage reduction if you use it. Neither is a short range sleep with a 3s startup. He's definitely not a CC frame.

    Baruuk has good DR and avoidance but it requires a lot of management and he has no health regen in his kit. Compare him to Rhino, Chroma, Inaros, Nidus or Nezha. All of them have more survivability while either providing amazing buffs or CC.

    Now compare Baruuk to dps frames. Excal has way more damage that scales way better and can be further buffed by his 2. He has cc, decent EHP and has the benefit of being able to use lifestrike with his ults energy waves which Baruuk cannot. Atlas and Revenant can clear rooms and heal themselves easily. Mesa is Mesa. All while not having their damage tied to a resource.

    Baruuk simply needs more damage to justify his existence. 

    • Like 3
  2. The problem is that they tried to make Desert Wind a pure crit weapon when pure crit melees are only made good by Blood Rush and the combo counter.

    I think they thought that it would be too OP to make Desert Wind scale like other exalted melees because it has to most area of effect. But since it's tied to a resource and it's not just a basic energy drain ability that you can keep channeling forever, I think it justifies having more damage/scaling.

     

    • Like 4
  3. When combining beast status mods there seems to be a fixed priority that goes:

    Heat or Cold ->Electric-> Toxic

    Meaning no matter where you place your mods you can't choose what elemental combos you get. 

    e.g If you have 3 elemental status mods and one of them is toxic, toxic will always be left over. Corrosive + heat is impossible. With all 4 mods, Blast + corrosive is possible but not Radiation + Viral.

    I've tested this with Venari and Helminth and it seems to be a universal bug among beast.

    I think that it's highly likely this is a bug but if it's not this is a poor design choice as pets are already underpowered.

  4. 8 minutes ago, AndouRaiton said:

    Personally, I'd prefer if mind control could be cast multiple times on different enemies, maybe 3 or so enemies can be under the effect of mind control at a time.

    Or, activating mind control after taking control of an enemy creates an explosion that scales based on the damage the mind controlled target took. So we mind control one guy, fill him with bullets, detonate when he's in a group; and this will allow us to get a new mind controlled target whenever we want instead of waiting for the current target to die.

    You know you can just recast mind control right? And depending on how much damage you can actually give to the minion it might be OP to have even just 2 of them, especially with Mind Freak. Some mind controlled units already do absurd damage if you build for it.

  5. 4 hours ago, Torchman220 said:

    Since Tekko does innate slash damage it makes little since to use Tekko compared to an impact-based weapon.

    Why does it make little since? Landslide benefits from mods only so it doesn't matter what the main damage type is. You can build Tekko to min-max landslide and still have a useful weapon. Or you can build Tekko to its full potential and still have a strong Landslide while having a high single target dps melee. Making the main damage impact would be a huge nerf to Tekko. I honestly don't see the point.

  6. On 2018-10-15 at 3:56 PM, Scodialic said:

    Hello to all! I will be as brief and convincing. In connection with the addition of a large number of deluxe skins to the game, I suggest adding the ability to paint the helmet separately from the warframe. This will allow you to further customize the appearance of your warframe with alternative helmets.

    Always thought this should be a thing for the same reason the separated syandanas and accessories. Some helmets just have weird color mapping even when you're not mixing them with different skins. You can get a good color job with the body but then have the helmet be colored in a way it really wasn't designed to and ends up look awkward.

  7. On 2018-10-17 at 10:50 AM, (XB1)GearsMatrix301 said:

    But those rarely ever look good anyways.

    What doesn't? Deluxe, tennogen or regular? Are you saying mix and matching rarely ever looks good? This is such a broad, all-encompasssing statement no matter how you interpret it. You're dismissing such a huge swath of looks and combinations that people actually have managed to make look good just for the sake of being contrarian it seems.

  8. Although to DE's credit they are trying to fix the problem. They added random basic resource caches that spawn on every mission node so you don't have to farm a specific planet to get things like orokin cells and nuerodes. They also added those caches that drop rare mods like the electric dual stat mods that people actually do slow down to look for.

  9. 11 minutes ago, (PS4)brettles1983 said:

    Well i guess the difference is some people have fun getting to the end the quickest.

    I think it is ruining the game.  Why doesnt DE just GIVE us the rewards.

    EDIT: Yeah ok, ive re read this a couple of times and it does seem like im whinging because i cant keep up.  I usually finish 2nd or 3rd, rarely 1st  and sometimes last but this isnt my point.

    This is what im talking about, we are barrelling through levels to get a reward because there is nothing in the actual level to benefit taking your time. 

    Why even do the missions?  Alerts should just be loot boxes you get for free. Same same

    In all seriousness, this is all part of a bigger problem that people have been complaining to for years. Loot is too heavily weighted toward end mission rewards and not enough within the actual mission. This is why people afk, cheese, and extract as quickly as possible so they can get to the next mission. 

    There was a time when they increased credit drops from enemies so you'd have an incentive to kill as many enemies as you could but that was too fun so they nerfed it. For some reason, DE would prefer to have specific farming spots for resources like the index, kuva fortess and now elite alerts so you can grind the same thing over and over until your soul leaves your body.

  10. 25 minutes ago, (PS4)brettles1983 said:

    Look at you reading into things.... Not at all.  If i want to keep up ill bring a fast frame.  I have few. My point is having to keep up, not, not being able to keep up.

    It takes more than just a fast frame. You need fast reflexes, good memory and spatial awareness to maneuver through the twist and turns of each map. Overshoot that jump, miss that turn or slide when you should have rolled and that Nezha barreling towards your neck will overtake you in a heartbeat. It's not for the faint of heart. I can see why you would want to take the easy way out.

  11. Look. This game is PVE. There's only so much you can do before you get bored of doing the same mission types over and over again. No one invented the extraction race; it was just born out of some primordial human desire for competition that players intuitively caught on to.

    You don't have to participate since the race is only implicit. But you can't stop me from thinking less of you when I reach the extraction point before you've even gotten to objective.

    💪💪💪

  12. 21 hours ago, Alcatraz said:

    I don't know about you, but for me, I could of made 800p off of that amount of ducats.

    This statement is dumb. Ducats have no inherent plat value. You can't make plat from ducats and ducats and plat values don't scale with each other. 

    Just because I could have sold 67 mag prime systems at 80p for 15 ducats a piece doesn't mean 1000 ducats suddenly equals 5360p.

  13. Almost every piece looks worse now and basically only fits aesthetically within their own set. e.g the Zauba Greaves which used to fit most other body suits now makes you look pantsless with anything other than the Zauba suit.

    I did not think this update would just fundamentally change the way all different suit combinations would look. I think I and a lot of people found combinations that they really liked and settled on before the update. Now many of those combinations do not look the same at all and the looks that they were going for are unobtainable.

  14. 8 minutes ago, Bacl said:

    Frost with Arcane Aegis and shield regeneration mods + 90% damage redux on top if all that could be a beast. This Adaptation 90%  if it was applying to shield could make shield builds viable.

    I was thinking that too but this would only apply to shield frames with decent armor and health. Most shield based frames can't take 3 hits past level 40 let alone 9 and for each damage type. Maybe if we finally get shieldgating that might be a viable way to make all shield frames tanky.

  15. 24 minutes ago, Fallen_Echo said:

    Not every enemy deals the same amount of damage so its entirely possible to get stacks from the highest damage incoming what is then overwritten by the next highest damage.

    I literally don't comprehend what you're trying to say or argue. Can you articulate your point more clearly?

    An elite lancer can deal puncture and slash damage.  A single volley of shots is enough to reset the damage adaptation. I don't think DE would design a mod that has to ramp up to 9 stacks if it can easily be reset this way in a single volley of shots.

    24 minutes ago, Fallen_Echo said:

    Still do you expect them giving out universal 90% dr, if that would have been the plan the mod description wouldnt say anything about different damages.

    90% dr isn't that great and the dr has to ramp up for each damage type. Seems balanced enough. Probably doesn't help squishy or shield frames that much though.

  16. 15 minutes ago, Fallen_Echo said:

    I expect the worst design choice meaning this mod will only provide defense against one damage type and every time it is hit be a different one it overwrites the old one resetting it back to 10%.

    There's no way. There's too many damage types for a single enemy unit let alone for every possible unit in a mission. They wouldn't give it 9 stacks if that were the case.

    I think it's more likely that the resistance duration doesn't refresh at max stacks so you can only have 90% reduction for 20s until it resets.

  17. These recent changes have increased Revenant's survivability greatly. It's not an unwelcome change but it sort of missed the main complaint a lot of people had with Rev's kit: Enthrall's impactfulness

    The problem is Enthrall's ability to spread and propagate. Adding extra damage to the pillars doesn't help when it takes so many steps to set them up and you only get a few of them in very localized areas.

    Currently, the only way to spread Enthrall is to stagger the amount of thralls that you kill so that the ones left alive can enthrall other enemies. This maximizes the amount of CC and damage pillars you get. Killing all thralls just ends the ability. This is rather counter-intuitive. Thralls are meant to be killed, yet you get more value out of them if you don't kill them all outright. The fix?

    Allow damage pillars and their "vomvalyst" blast to also spread Enthrall. This makes Enthrall more group friendly and makes it so that the damage pillars are more likely to be positioned in the heart of the enemy hordes where they'll get the most value. Since Enthrall is duration based and capped, you don't have to worry about problems like having the infection spreading too far into the enemy backline and slowing down enemy waves. This also gives duration more value as it increases the number of possible damage pillars from thrall kills.

    TL;DR - Instead of being set and forget, having death pillars spread Enthrall will motivate players to actively kill Thralls to get the most value out of the ability and make Revenant's entire kit feel more cohesive.

     

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