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aminisi

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  1. It is a legitimate request and a form of comfort that every frame can provide a unique experience and common gameplay by using 1-2 abilities once every 30 seconds. However, I think it would be boring and lead to a lack of diversity if all frames were like that. Actually, apart from damage abilities, there are few abilities that become more powerful the more you use them. Among them, Sonar allows you to get a stable damage boost the more you use it, and even a squared damage boost. If Sonar were to become a channeling ability and spamming became difficult, it would be a significant nerf. Being able to get a 5-20 times damage boost no matter where you aim would require aiming, and the 100-400 times damage boost would no longer occur. I believe that both the playstyle of spamming abilities and the damage boost are Banshee's lovable individuality, so if that gets nerfed, there is a possibility of me quitting Warframe. So I suggest thinking about it the other way around. Many people have the impression that it is difficult to spam abilities with Banshee. Is that really the case? For example, if you use a semi-automatic rifle, you should be pressing the button more than once per second. Furthermore, you need to aim at enemies, evade enemy attacks, and keep maneuvering to make it easier to attack. All that is needed for a Sonar spamming Banshee is to press a button once per second. No aiming or evasive action is required. With just that, the Sentinel and Sentinel Clone will automatically kill enemies for you. Shield gating will make you invincible. (Poison damage is an exception) Moreover, since it greatly boosts the firepower of the squad, no one will think you are slacking off. On the contrary, you might even get exclamations of amazement at the firepower. To avoid the Inactivity Penalty, you need to get a kill with a weapon or move more than 5m every minute. But just moving to collect energy orbs should be enough to avoid that. It is possible to move at high speed while using abilities by canceling bullet jumps and using Sonar. If you are worried about movement, you can also utilize Shade + Ghost's invisibility. Even if you do go down, if Sonar has been spammed enough, you can revive immediately with Last Gasp, so there is no need to fear accidents. I would be glad if you could understand that, contrary to the image, Banshee is a very easy and fun frame to play. For reference, I will post a link to an article that explains it in detail with a video. https://overframe.gg/build/613610/banshee-prime/effortlessly-kill-steel-paths-enemy-with-a-weaponless-bansheewith-video-explanation/
  2. I set my ability efficiency to 75% and test by casting 60 times until I run out of energy. Since I usually maximize my ability casting speed and spam it 2-3 times per second, it takes about 20 seconds to finish. If I extend the duration of Sonar to 60 seconds, you should be able to verify the results in the remaining 30 seconds.
  3. From what I've verified, non-humanoid units generally have a multiplier of 3 or higher. For example, mechanical enemies and animals. I was also aware that the Fandom states the limit is squared, but since I could clearly confirm a multiplier of 3 or higher in-game, I thought that was a mistake. Before testing, I thought enemies with only one body part might have a multiplier of 3 or higher, but on the contrary, I could only confirm a multiplier of 1 for single-part enemies. I speculate that the humanoid-only squared limit might be in place to protect important enemies like Kuva Liches. Regarding the Anatomizer, it's probably a bug. It has multiple parts, and while each part is individually colored by Sonar, attacking anywhere increases the damage. It's the reason why abnormally high damage can easily occur in the Entrati Lab. For testing, I recommend using Overextended to reduce Sonar's multiplier down to 2. It's also a good idea to extend the ability duration. Additionally, I was worried that there might be a limit to the number of Sonar stacks on a single enemy, but since I confirmed that humanoid enemies can have their entire body affected by a squared damage boost, it seems to stack to at least that extent. In other words, maximizing ability casting speed and spamming Sonar is not meaningless. Furthermore, using Power Donation to reduce ability strength to 10% will result in a Sonar multiplier of 0.5. This means that each Sonar application can halve the damage dealt to enemies. It might be fun to use this on the Anatomizer as a prank.
  4. It is very difficult to modify Sound Quake. I have already posted the reasons in the topic. Dante's Nerf reconfirmed that wide-area damage abilities without line of sight checks are a problem for DE. I also posted in this topic that Banshee can currently utilize Resonance Quake because Sonar can increase ability damage by hundreds of times. The fact that it can be operated at this point means that a simple damage boost will result in performance that DE considers problematic. In fact, if there are multiple Banshees, the damage boost can reach tens of thousands or even millions of times, so Resonance Quake can be considered dangerous even now. If Banshee's usage rate increases due to strengthening, it is possible that this synergistic effect will naturally occur or be intentionally used. (I don't like playing in a semi-neglected manner, so I don't actually know how efficient and meaningful it would be.) My current Banshee can increase damage by 15 to 200 times and reduce armor to 0 by combining Pillage and Grimoire. Even though it was a Steel Path mission, a Volt who realized that enemies could be defeated with Discharge was spamming Discharge to gain kill counts. Thanks to that, my Sentinel clone's kills decreased, and energy orbs stopped generating, which was troublesome. It may already be in a dangerous territory depending on the combination. Even without relying on area-of-effect abilities, my Sentinel clone turns into a killing machine and slaughters enemies, effectively achieving the same result. This is one of the reasons why I feel Banshee is too strong in the current environment. With 4 Banshees and 12 Sentinel clones, it would be hell for the enemies. If Sound Quake and Resonance Quake were to be adjusted, it would likely be one of the following: - Replace Sound Quake with a completely different ability or add additional effects such as CC - Add line of sight checks instead of strengthening - Nerf Sonar (set an upper limit on the multiplier, prevent ability damage from increasing, etc.) I believe it's better not to forcibly modify it, as nerfing for the sake of strengthening would be putting the cart before the horse. I have been a fan of Banshee since the days when Sound Quake was strong, so I would be sad if Sound Quake became a completely different ability. In Japan, it is affectionately nicknamed "dogeza" because its motion resembles the traditional supreme apology pose called dogeza. By the way, I recently found out that there seems to be a limitation of up to the square of the Sonar multiplier, mainly for humanoid enemies. Therefore, Sonar and Resonance Quake work more effectively in Entrati Lab, where there are many non-humanoid enemies. Especially for The Anatomizer, for some reason, the damage boost is multiplied across the entire body for each Sonar, making it easy to output 2 billion damage.
  5. What is the reason for reworking in the first place? Banshee is old? Is being old a bad thing? To me, it seems wonderful that a character called old can be active with tremendous individuality and strength. Banshee is weak? That is simply not true. The damage boost that allows even poor weapons to fight without problems in Deep Archimedea is increasingly being appreciated. Banshee is difficult to handle? Difficult to survive? The existence of frames that are difficult to master is not a bad thing, but a good thing for the diversity of the game. Frames getting stronger is for the benefit of players, so it's strange to deny it? Then should we also affirm the voices desiring further strengthening of Dante? The significance of reworking should be to make that frame a unique and attractive option. And Banshee is already very unique, attractive, and strong. It's simply that its strength and how to use it are not yet known. Easy reworking crushes the individuality of "unknown, or difficult to master but strong," and ruins the opportunity and process for players to rediscover and re-evaluate. And the result is a characterless "new" frame that "use abilities once or twice every 30 seconds to the extent that it doesn't interfere with shooting or melee, ensuring survivability while providing a somewhat unique experience." Shallow players may rejoice at this, saying, "The number of options that can be used a little bit for a change of pace has increased," but the diversity and flavor of the game will surely decrease. It's like adding a lot of sugar and other seasonings to a flavorful dish. I continue to use Banshee for about 1-2 hours a day, and I still make new discoveries. My recent discovery is that if you strip armor with Pillage and spam Sonar, the Combustion Beam attached to the sentinel's Verglas will cause chain explosions and sweep away enemies. This has made it possible to generate more energy orbs. What I think is good about Warframe is that even when you think, "There can't be any more builds than this," if you keep thinking, you'll reach a breakthrough. Not limited to Banshee, many frames and weapons have great potential, and it's wonderful that their respective enthusiasts continue to pursue those possibilities. In order to avoid losing the trust between developers and players that serves as the foundation for this, easy reworking based on wrong premises should not be done.
  6. I would be glad if you could also understand that there are builds for Banshee that are not outdated. https://overframe.gg/build/613610/banshee-prime/effortlessly-kill-steel-paths-enemy-with-a-weaponless-bansheewith-video-explanation/ Her enjoyment lies in providing comfort and fun through excessive damage boosting in multiplayer. Last weekend, when I played with random groups, Banshee was mentioned in 3 out of 5 sessions. In the last one, a Baruuk who really liked Banshee's damage boost asked me to continue the current mission for 50 minutes in Steel Path Fissure Survival, and we eventually added each other as friends.
  7. What are the important things? Is it that Banshee is unsuitable for boss fights? I believe that each frame has its strengths and weaknesses, and not all frames need to be good at boss fights. She can excel in most missions, such as Deep Archimedes or Steel Path Fissure missions. No survivability at all? There has never been a time when Banshee has had more survivability built into her kit than now. With shield gating, spamming abilities will prevent her from going down even if she's standing still. (Toxin damage is an exception, though.) Even if she accidentally goes down, if Sonar has been spammed enough, she can get back up in a few seconds with Last Gasp. In a squad, it may reduce the efficiency of annihilation, but solo builds with Silence + Gloom are also popular. In the first place, the idea that all frames should have easy survivability is a lack of diversity. In the current environment where Overguard is easily distributed, it's also fun to cover each other in a team. Her abilities are dead? Are you joking? Silence is a very popular ability. The power of Sonar needs no explanation. Sonic Boom's knockback is unassuming but useful for stopping demolishers or stripping armor. Even Sound Quake can sufficiently delay enemies in missions where you don't need to kill them, It's dangerous for a frame that can increase damage by 200 times per unit to have an area attack ability like Resonance Quake. While it's true that it takes some getting used to and her usage rate is low, I would be happy if it were recognized that Banshee is very strong and unique in the current environment.
  8. If a new frame with the following features were added, would it be said that it needs a rework? By spamming abilities, it can increase damage to enemies by 100 to 400 times. If there are multiple of these frames, the damage multiplies: two frames can cause 10K to 160K times damage, and four frames can cause between 100M to 25.6G times damage. The damage boost is effective not only for the squad but also for companions, so even if the frame itself doesn't attack, it can make sentinel clones commit mass slaughter. As a result, energy orbs are mass-produced. Each use of an ability makes the frame invincible for about a second. Therefore, as long as abilities are continuously used, the frame remains invulnerable. Even if it goes down accidentally, it can revive in a few seconds. The frame can move at high speed while using abilities. The damage boost also applies to ability damage. It has a wide-area attack ability without line-of-sight checks, and when combined with damage buffs and wide-area armor stripping, this frame alone can achieve wide-area annihilation on Steel Path missions. The only things lacking are players' understanding and interest, and it's beside the point to mention the possibility of a rework due to her being weak. It's understandable to discuss ease of use, but having all frames designed to provide survivability and a slightly unique experience by using an ability once every 30 seconds would be both boring and lack diversity.
  9. I cannot agree with the proposal to increase Banshee's usage rate through buffs, as Banshee is already sufficiently strong and unique. The damage multiplier of Sonar is exceptionally powerful, even among all other games. If Banshee becomes too strong due to buffs, or if a rework is carried out, there is a high possibility that the multiplier of Sonar will be fundamentally nerfed. I would have no complaints if buffs or nerfs were made after Banshee's strength was widely recognized, but now is not the stage to make changes. This is because being strong despite low usage rates, or being strong despite being difficult to use, is an important characteristic in the diversity of the game. thanks to shield gating, simply using Sonar once a second easily ensures survivability, and it can easily make random players exclaim with joy, "I dealt over 1M damage!" Even in Deep Archimedea, Banshee has high aptitude, as she can make sentinel clones massacre enemies and demolishers without using weapons or AW guns. It may be my imagination, but I feel that I am seeing more counterarguments against the claim that Banshee is weak, so I think it's fine to continue observing the situation as it is.
  10. I think it's understandable that DE would not tolerate it, because Banshee is too strong.🙂 My hope is that this will be the last nerf (including any unwanted reworks) for her.
  11. I have acquired a new voidshell skin, so I decided to level up a second Banshee Prime and create a Resonance Quake build. There were many trials and errors, as well as meaningful discoveries. The final build uses 5 yellow Tauforged Archon Shards, Natural Talent, and Madurai to maximize the casting speed of abilities. With the effects of Madurai and Grimoire, the ability power is increased by +100%, reaching 306%. What I discovered is that in a shield gating build, Banshee don't even need Catalyzing Shields and Brief Respite to survive. Since the minimum invulnerability time for shield gating is 0.33 seconds, using Sonar 3 times per second can maintain an invulnerable state. Therefore, by equipping just one Augur set mod, you can freely use the aura slot. Additionally, you can increase the ability efficiency to 175%. Even if you accidentally go down, if you have spammed Sonar sufficiently, you can get back up immediately. With enough Sonar spam and using Terrify, Resonance Quake can kill steel Grineer soldiers to some extent. Since the multiplier for Sonar is 15 times, if it is applied twice, it becomes 225 times, turning the 12000 damage of Resonance Quake into 0.9~2.7M. However, the effect of Sonar is unstable, so in reality, it feels like randomly killing enemies. My impression of this build is that it has a decent level of practicality and is quite fun. However, there are two major issues. The first is that it blows enemies away. While it's fine for solo play, it reduces the killing efficiency in multiplayer. The second issue is that enemies who are blown away and downed may disappear from the map. It seems that they also disappear from other players' maps. If it weren't for these two problems, I think it would be great to be able to spam it casually in multiplayer as well. It might be useful for missions where killing efficiency is not important. I am not yet fully accustomed to this build, so my movements are a bit awkward, but I will post a short video for reference.
  12. Thank you for crafting a concrete proposal out of the rework I feared becoming reality. :) What I feel about rework ideas, not just for Banshee, is that they all seem to converge on the idea that "assuming solo play, if you activate 2 or 3 abilities about once every 30 seconds, you'll have survivability and can have a slightly unique experience without interfering with general weapon-based combat." Is approaching that the only thing that counts as QoL and rework? I feel like it's just losing individuality and diversity. Your ideas are mainly intended to show a direction, so I think it's uncouth to nitpick the details, but Including a slowing effect in the 4th ability seems to me like evidence of a lack of awareness for people who enjoy multiplayer and support roles, as it would lead to reduced squad annihilation efficiency and comfort It's a good thing to have frames that are unique, difficult to master, but strong. It's also a good thing to have frames that are loved passionately despite being the third least used. It's also a good thing to have frames that, while not excelling in solo play, can provide a unique experience to the squad through support. (Banshee is more than strong enough for solo play, though) Indeed, for the majority, having options that offer a slightly unique experience for a change of pace, while being usable in a similar way, is more beneficial than having options that are completely unusable. And the pursuit of that benefit should be respected, and I respect your proposal and its benefits as well. Essentially, these discussions tend to boil down to who benefits, and minorities are in a weak position. However, I believe that the diversity, richness, and magnanimity of Warframe reside in the details. That being said, I can't argue against the fact that Sonar is OP, so I pray that DE will continue to overlook it with a generous spirit.
  13. What does that mean? I apologize for the confusing wording. What I meant was that Banshee is currently not being properly evaluated because it's not widely known that Sonar has an interaction with Resonating Quake and that Sonar itself is extremely powerful and versatile. Therefore, there's a possibility that she might become too strong and be subject to immediate crippling nerfs. I was spamming Sonar and then clearing out enemies with Resonating Quake in Hydron before the Steel Path was implemented. I was satisfied with the annihilation by AOE and got bored of it, so I haven't tried it since, but the casting speed of abilities has become faster, energy recovery has become easier, and ability strength has become easier to enhance compared to the past, so there's a possibility that it's even stronger now. It might still be effective in the Steel Path, especially against the Infested that don't have armor. I'm planning to create a second Banshee Prime with a Resonating Quake build when the VoidShell skin comes out. Currently, I have Nourish transplanted in the fourth slot, so I plan to transplant it in the first slot on my sub-Banshee.
  14. It's very difficult to fix Sound Quake. It's true that it lacks both the power it had in its prime and the power befitting an Ult. However, the current Sound Quake is not completely useless. It's still useful for taking out low-level enemies, and The continuous stun has a high value in missions where killing is not necessary, such as interception. Furthermore, Sonar can also increase the damage of abilities by more than 100 times. (It seems that most enemies take increased ability damage when their torso is marked) Combine a Sonar-spamming Banshee with AoE frames like Saryn and Mirage, and you have the makings of a large-scale slaughter. When Resonating Quake's damage increases, Banshee alone will be able to do it. (At this stage, it seems difficult to do this in Steel Path without removing armour.) I'm confident in my movement to cancel bullet jumps with Sonar and kill enemies with Ocucor while moving at high speed, but I was surprised to find that when I teamed up with Mirage in a narrow defensive map in a Steel Path rift, I could hardly get any kills. With 4 Banshees, it is possible to re-kill enemies in a wide area with Resonating Quake alone, without shooting. That's because even if the damage multiplier is 10 times per person, it's 10,000 times, and if it's 100 times per person, it's 100 million times. This is one of the reasons why Banshee is potentially OP. Even if Sound Quake becomes toggleable and allows movement, there will still be the problem of continuous stun becoming a nuisance for squad members, and even when playing solo, since Gloom + Silence is already powerful for continuous stunning, while it has the benefit of freeing up a transplant slot, there seems little reason to buff it on purpose. So, in my opinion, it's better not to buff Sound Quake until Banshee's potential power is properly known. As for Sonic Boom, the fact that 33.3% of the armor can be removed without an augment is like a buff that's being overlooked. I want them to continue to overlook it. Making it a one-handed ability is also interesting, but the problem is that console players who don't like key configs will have a hard time getting the benefit. Overkill has value just for the fun of it, but not all players can really kill all enemies in an instant. Increasing the kill speed of enemies is a convenience. Banshee herself can also benefit from a build that in comfort. For example, my Ocucor has a 150-round magazine, and I recover 30 rounds every time I kill an enemy, so I can operate almost by holding down the button. Converting excessive firepower into convenience is an important concept in Banshee builds.
  15. Recently, while spreading the word about Banshee, I realised that people may not be aware of how to enjoy playing Banshee. Many people talk about soloing with the assumption that Gloom will be transplanted. While Gloom is certainly an excellent ability, it ruins the fun and comfortable carnage that is Banshee's forte. The most enjoyable way to play Banshee is in multiplayer. By spamming Sonar, you can inflict damage multipliers of 10, 100, and sometimes over 1000 times. As a result, I often get chat messages like "What's going on?" or "Crazy" when playing with random players. Although this alone is more than enough contribution, three Sentinel clones will automatically kill enemies for you. Unless your teammates are exceptionally strong, you'll often have the top kill count. Actually, I don't particularly enjoy playstyles where I just stand still and spam abilities. I spam Sonar while moving and attacking, and that busyness makes for a unique kind of fun. I recommend trying a playstyle where you relentlessly spam Sonar in random matchmaking, paint enemies your favorite color, and give your squad an abnormal and fun experience, even if it is just once.
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