(PS4)Crixus044

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About (PS4)Crixus044

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  1. That's OP. Must nerf. U25 Patch Note- Hay Rework 5.0: totally not related to use with cheese, we've reworked hay for better user experience. Hay now becomes nerf noodles when ignited. GG players.
  2. Until DE gives in to the fact that the current mission levels are too low, or that their enemies are too weak, things will get buffed and nerfed endlessly, yet never complete. It's the whack-a-mole effect. I talk about it all the time. Anything with more than 10m range and a sneeze for damage can "cheese" warframe. What is cheese really though? Is it the most powerful tactic used against enemies far below its station? Well, there will always be a "most powerful tactic" in game and as long as enemies remain far below our station, nothing will be removed, merely the "cheese" will change form. Until this high kill potential tactic is challenged by a hard to kill enemy EHp-wise, where these tactics are no longer cheesy, but rather they are balanced to their level, nothing will change. Cheese in any other game has a far different meaning and i feel like that meaning is lost here. Cheesing a mission involves using OP glitches and bugs like Jordas Verdict's map hole that allowed you to skip whole sections of the raid/trial, or the old exploit of Rage+Quick Thinking, which granted immortality way back in the day. Correct the terminology. Meta is popular, cheese is exploit, too strong is OP, and a powerful tactic used well below its station is out of place.
  3. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    Hello DE, I'm back again to bring in some of my early diagnostics. So I've been watching the streams and talking to many players. They speak mainly about one thing, that the scaling is hard to maintain. Having seen this enough to know, I know that this is due to 2 things. A. Cascading effect. I mentioned this before, that once the spores reach the point that they're killing enemies fast enough to become autonomous, it kills itself out. This is something players are noticing, that you cast the spore, then spread it, then it's a waiting game. You wait for the spore to do it's dirty work, spread to others, then when it reaches the point that it cascades kills, it kill itself out. After this, you must recast again and start the scaling over. B. The tactic scales with enemy density, so naturally, in missions with high enemy density like simulacrum and onslaught, it performs more than adequate, but in missions with normal enemy densities, it starts pulling back, and in solo, it falls off severely. The issue is that it scales linearly. The rate is really determined by enemy density and spore density per enemy, which really is limited. When enemy levels and scaling are lower than spore's starting scaling and kill rate, this tactic really acts much like a small area nuke. The sweet spot for spores currently is around level 50-80. People talking about getting 5k per tick, this is really nothing, because the enemies you fight at those levels are low enough that this is enough to kill and spread, but this point where it performs like it was envisioned is around the 50s all the way up to the 80s. Around level 80 is the sweet spot and only level 80 in onslaught. Take it to any other mission, and once enemies pass this point, she's basically another armor stripper. Reason is that enemy scaling (Keep in mind I'm talking about health scaling, not armor scaling since corrosive strips this very easily) passes the scaling potential of the spores, and when this point is reached, saryn must retire. I predicted many of the issues that she has in this post here. DE, I love the mechanics and the changes to everything else was truly amazing. Miasma and Spore switching makes great use of each, because you really only need 1 viral proc every 8 second with her, which miasma cover, while corrosive needs fast successive procs, which spore covers. I never complained about this, nor do I complain about the molt+spore combo.being removed. In fact, I support that, but stopping the Toxin carry and recasting of spores is really gimping her right now. I understand what the issue was with the toxin carry mechanic, but the method of its mechanics was really one of the best mechanics in the game to date. I believe DE that if you bring this mechanic back into the current iteration of spores, you'll be surprised as to how well it fits into the frame. Again, Thank you for all your hard work and I hope this reaches you. I'd wait a couple weeks for the change to set in, and then maybe we can see what happens with this.
  4. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    Thank you. I was not offended but it's nice of you to clarify. I just noticed your point and you were the first to bring it up, so I thought I'd give you credit for bringing up a good point and add to it with some of my concerns beyond that post. I'm sure DE will clarify their intent before the rework ships, and if they don't we'l just post some more lol
  5. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    Very good point. At first, i didn't notice the most crucial part of this, that the enemy died before the spore was spread. I had assumed that the spore spread before the energy died, but it appears this is not the case. I originally thought Rebecca had toxic lash up, which is why i thought the prior. This may explain the reasoning for the reduced range, but even so, throughout the video, range still seems a bit off. I had to go frame by frame to detect the fact that the spore spread on death of the enemy and not by the attack of the weapon, which didn't 1 hit the enemy. So if that's the exact reason for this instance, then spores range is not line of sight or reduced. I am still hesitant to call the myth busted because throughout the rest of the gameplay, the range doesn't seem to match current stats. Even so, i knew about spore spreading on death at half range. This is common knowledge, so putting the information here in the workshop had me assume that there was something new with this mechanic as if they intended to have it spread at full range. Again, DE didn't specify anything. It took a Primetime question to even get the information about the toxin carry. I still would like clarification by DE so that we don't start assuming anything. For all we know, they may have halved overall range but let spores carry for full range on death. Otherwise, why mention it in the notes as "the most likely portion of the rework to be highly reconsidered before launch." if it was there before the rework? Still a very good point from you through, so thank you.
  6. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    That's because she recasted spores and started a new stack, but when she walked into the room, none of the enemies had spores on them. That section is a bad example to use. Either way, I'm questioning the Line of Sight question because of this She spreads the spores to one enemy standing close to the window. If there was no Line of Sight, her 145% range build would've spread to anyone within 23.2m of that enemy. I had a friend go into a mission and do a range comparison. Thank you @--END--Rikutatis for the screenshots and tests Going to where the enemies were, it seems that the rest of the enemies were only 13m away while the one guy that got infected was 10m. The entrance to this room was around 18m m. Her 145% range build should've spread spores 23.2m, so if there was no Line of Sight, then every enemy would've been infected by the first enemy, unless there was a range nerf. So through the primetime, we can assume either a range was severely reduced or Line of Sight was removed, I'm going with the former. EDIT: Going over some theories, I have 2 theories. A, range was cut in half. This would be a severe change that should've been mentioned here in the Workshop notes, and leaving it out raises suspicions even though I trust DE. Second theory is that range is only half of that for everything not Line-of-Sight. Either way, it doesn't appear that spores is completely changed to Line-of-Sight requirements, but range is definitely changed without mention.
  7. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    He was not infected. This is proven because the spore stack counter wasn't active. Watch the first enemy she casts spore onto, which she tried to spread to enemies no more than 5m away from her or the infected enemy, but they weren't infected because the wall blocked their spread. I believe spore will now need line of sight. If you can answer this question DE, please do. Thank you
  8. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    @[DE]DanielleHave you addressed whether Line-of-Sight now affects Spores? There's no mention of it in the workshop notes, but watching the stream, it seems this is the case. To put player's mind at ease, I believe this is a highly important factor to clear up
  9. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    Having the stacks hold even after the spores die out won't fix things either, because when you put a spore back on a person, you'll be right back to where you were left off before, which is quick tick kills that will either cascade again, or kill itself out again, except this time,you'll kill it out faster than before, which means more energy spent. Talk about kill steals. The sprint method you mentioned scales with whatever weapon you are using, which you can get pretty good damage with this method. Maybe not as strong as the cap of this escalating, but close enough, and best part, it actually works. Even better, it HELPS the escalating damage method,because by having the toxin carry compete with the escalating damage for the kill, it keeps the escalating damage as a reasonable level below the enemies health, preventing the cascading effect or the dying out effect,
  10. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    You're correct. He said that it will spread on death, but he said he's iffy on this mechanic. You're right about the number of relevant spores being too low room to room, wave to wave, since it seems he's adding LoS as well without it being mentioned in the patch notes. My point is either way, spores will kill itself off. Even in survival too. Because once the spores spread to an enemy out of reach for you to spread yourself or it to spread itself, it'll kill that enemy and then die off. The way the escalating damage goes is that it will eventually scale to when it will overpower the enemies on the field, if it ever reaches that point and doesn't just die off too early. About the LoS, the most amount of enemies in the LoS of each other is roughly 6-7, so what you saw in the prime time is probably gonna be around the limit of the saryn scaling rate. Defense may be an exception to this, but because of the Wave function of defense, this doesn't really help that much. This scaling is really slow, so what you basically get is a waiting period between waiting for the spores to scale up to where they can kill the enmy, then cascade t kill everyone else in it's vicinity, until it kills itself off, and you have to wait and do it all over again.
  11. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    The problem here is that if an enemy dies in a few ticks, how will it spread? If it spreads on death, you're gonna get the cascading effect I mention, if you must hit the spore to get the kill while they die within a few ticks, it'll kill itself off like I mentioned.
  12. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    I have no gripe about corrosive damage from viral, but removing the toxin proc carry is the only really bad decision. Look at my earlier post for an explanation. I suggest many people to check this out.
  13. (PS4)Crixus044

    Melee: Present and Future goals!

    DE, I'm gonna add to this brainstorm of ideas. Have the Combo Counter scale up faster, be consumed by a heavy attack, BUT have the benefits of the combo meter apply to combo attacks , meaning slide attacks, aerials, and wall attacks won't benefit from the combo counter (Whether or not in contributes to it is up to you DE) while combos from stances will benefit from the combo counter and combo scaling mods. Instead of focusing on the melee range itself, work on magnetic lock-on for low range melee like Daggers, Fists, Sparring, and other such weapons. This involves closing distances on strikes and auto-targeting, perhaps based around a conical area in front of the warframe's orientation. I've seen many games get this feature as part of their melee for low range weapons and it work out perfectly.
  14. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    They are removing this feature of the ability. Probably my only gripe with this whole rework, as that would actually help these new additional features. That and Venom Dose being changed to corrosive
  15. (PS4)Crixus044

    Developer Workshop: Saryn Revisited 2.0

    I watched the primetime and i thought i heard that they were being removed. Can you please time stamp where you heard this?