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CCamp88

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Posts posted by CCamp88

  1. Miter no crit chance/multiplier, despite the change to it. Unsure if it is just the UI show " - and - " or it is also not working as intended.   Also, Synoid Simulor buggy. not working right. Seems to be not stacking properly after using a focus ability (as far as i can tell) as well as getting red crits!?. im aware of the nerf, however it still seems muffed up

  2. So... if i understand it, a big factor for the Simulor change was because of people complaining about using it with mirage.

    Firstly, i hate people complaining about what SOMEONE ELSE may be using in a PUBLIC game. If you dont like it, you can leave, play solo, make a premade, etc.

    anywho. thats beside the point. What i wanted to talk about was/is the fact that it seems like this change is going to INCREASE the use of a Simulor-Mirage combo.  If the simulor is going to work off of stacks (which i think will be neat personally, we shall see)  however, Mirage will be IDEAL for its use. Given that the stack number will go down to 3. Mirage will be able to make a full stack in 1 trigger pull. Any other frame will have (well, more than likely) to pull out the split chamber again, just in order to make a stack in 2 trigger pulls. I gotta admit, part of what i like(d) with the simulors was the fact you don't need to use split chamber on it, unlike darn near every other gun out there.

    Anywho. As mentioned, i think this change is going to just increase the complaining of simulor-mirages  in games as it is going to make that combo even more of a better duo.

    IMHO, what should have been done was tweak the way it works with simulors, not the simlor itself.

    Also, this game is majority PvE based. As someone who has lots of hours in the game, all but about 3 weapons leveled, 'tatoed and forma, and use them all. I will admit there is times i just want to fly threw a mission. People complain about weapons being OP. Fact is, no weapon is OP unless you want to make it that way. Want a challenge!? remove some mods..

    Granted, I do like things being added to the game as it keeps me interested. However I feel this change was pretty much a slap in the face to some of us. There are numerious times i just wanna play a match with and relax. All while doing it solo, or with squadmates that are away that at that moment i am not looking for a change but just some time to pound Grineer, Corpus, and/or infested into the ground. Like I have seen/read in numerous other topics simulor (:-P) to this one, there will always be a certain weapon or set of weapons, gears, frame used by a majority of the people. Big deal. Isnt part of the game is to keep to provide us (the paying costumers) with something we like. People want to complain because someone isnt playing how they want them to. It is absurd and frankly makes me want to put this game on the shelf so to speak. Call me a baby. Call me what you want. Its how i feel and i know for a fact I am not the only one who feels like this. 
     

    If DE/other players want to change the way a weapon works. why not just add a new weapon with those mechanics. No one is being forced to use or not use it. Its not like its PvP where you are forced to use a certian item just to have a chance to compete

    Just had to share my thoughts about this.

    Regards,

    -CCamp

  3. Another thought/idea i've came up with is to  make the ability a press/hold type, especially since its recent change

    being able to quick press for the heal and quicker animation when you have 1-6 shadows (below the max. number) instead of automatically taking the longer animation and casting the 7th.  Holding the key would reanimate the missing shadows.  Many times ive found i would rather just heal my existing shadows rather than summon a new one, whether to have a shorter animation or to better control what i have active.  I feel this would let us have better control over our active shadows and the "list" they are reanimated from

  4. One thing i forgot to mention i thought would be cool though would be a press/hold function for his 4... At times you may just want to heal your 1-6 remaining shadows instead of taking the extra annimation time to cast a new one. Press to heal,  Hold to Reanimate essentially. Also, would give a little bit better control over your "list" of enemies to be shadowed

  5. 1 minute ago, Rheoidegen said:

    I, as a Nekros main, can't agree with that in any sense.

     

    As for the main post-- Nekros without augments is (in my opinion), a good frame, although he's quite a bit harder to play. Despoil is the only augment that I use (unless I'm taking a new person through the star chart or just feel like playing around, in which case I use Soul Survivor and Creeping Terrify, respectively), and that's just for the ease of keeping his energy and health pools topped off. You can definitely play him without it, but it's just a QoL mod. As for Shield of Shadows-- I've never really used it, honestly. If you're going for a tanky build on him, QT, Rage, Primed Flow, Vitality & Redirection, Health Conversion, and Despoil. Those will get you far further than SoS will, at least in my personal experiences.

     

    But build to your preference, if he's too bland without augments, then slap them on. ¯\_(ツ)_/¯

    You should give the SoS a whirl sometime if you want tanky build. 90%+ damage reductions nots something to overlook.  

  6. Here's pretty much my build. And for running long survivals, its hard to beat having a nekros in the group-from my experience. Many of times i play him, my teammates go "oh thats cool, ill be able to play whoever i want then", meaning they can play someone squishy if they want

    http://prntscr.com/ec8r6f

    ^ my build there, will often swap out the stretch for equilibrium. depending on the map, how long we're going, if farming or not, etc 

  7. Just now, V0ltHunter said:

    For me despoil gave me a lot of perks. Since Desecrate make dead enemies drop health orbs more than anything, it gave me the option of utilizing more on equilibrium since I'm constantly loosing health, i can always have energy cuz of Equilibrium. Most importantly, it Despoil lets me heavily utilize Health Conversion, making me a good tank myself even without my shadows.

    Plus reaching 175% efficiency sacrifices duration, doesn't it?

    Dont get me wrong, I agree despoil can have its pros,  but it has cons to.  Way i see it though, you cant desecrate if you are dead. One dies if they run out of health. Despoil lowers you health. Nekro's passive works for 10meters, Desecrate is generally further, meaning everything you desecrate you may not be getting health from. Just my thoughts. Again, i was just stating Despoil is far from a Absolutely-needed-100%- of- the- time mod.

    As for 175% you can still have 105% duration ( or 115% duration with 170%eff) which is plenty for shadows imo.   you can easily recast it for 25 health. Provided your shadows are soaking up damage, having more duration after a point tends to have diminishing returns. Not to mention terrify. Ive found having too much duration on it can screw you. It tends to be used more in a reviving or Oh Crap moment. If it last forever, you then have to go hunt down what you terrfied. Can hurt in a survival, as well as be agrivating

  8. Probably would make DE less money by lowering the value of primes drastically... Those primes that currently get sold for Plat amongst players, that plat had to come from somewhere DE for money

    Dont get me wrong, though i have all save the p excal, i would still like to see something like that. i just dont see it ever happening.

  9. 3 minutes ago, (PS4)WINDMILEYNO said:

    Despoil is not mandatory, but it makes nekros a completely diferent warframe when you mod around it.

    As far as soul punch....soul punch is a lacking first ability. The least you could expect from it is that it would save you from one enemy. Refer to banshee's sonic boom, which does not need a target to cast, and hits multiple enrmies, leaving them sprawled out in front of you for finishers, or mags pull which is just the reverse of sonic boom (or vice versa) and then compare to soul punch.

    oh dont get me wrong, soul punch isnt the greatest ability. But it has its uses (named above),... there are many, many other abilities out there that are alot more lacking in reward... tidal surge ( i think it is, hyrdroids wave rush thing which isnt even a 1st ability), rhinos1 (w/o augment),  *cough* Zephyr (pretty much all her skills).   Point is, even if it (soul punch) was a totally useless skill, which its not, there are plenty of other frames out there who need their end of the stick lengthened first. Many who have more than a single ability, more less a 1st ability which generally should be  weaker one (compared to its level unlocked at, energy cost, etc)

  10. 17 minutes ago, V0ltHunter said:

    So....... how do you sustain your energy pool if you don't use despoil?? And yes, I have efficiency on Nekros but the amount of dead enemy is desecrated (especially in endless mission) can't even keep up with my Zenurik passive(energy overflow, i think?).

    rage is an option. But equilibrum with 175% effeciency,  is my normal go to.   2.5 energy per desecrate, a considerable energy pool (500 w r9 pflow)  and getting health orbs for energy, I tend to rarely run out. Chances are you get more health/energy orbs than you cost. . Plus with the high effeciency, you can keep your shadows up an healthy, use your 1 and 2 for your cc.   \

    And it might just be me, but id rather run out of energy ( = pop a pizza or no more desecrate for a few seconds) than run out of health (= death, revive, or mission failed etc)..   Worst case with energy, you run out and cant desecrate. Worst case with health, you (help) kill yourself.

     

  11. 6 minutes ago, (PS4)WINDMILEYNO said:

    Funny?

    Maybe im silly, but despoil costs nothing with rejuev on, and with equilibrium equipped at the same time, i dont have to ever worry about energy. Every ability in my kit becomes free when i activate desecrate.

    And then of course you have zenurik as an option.

    But maybe its just me.

    Nekros and Nidus are the only frames i feel comfortable using with their base energy and no effieciency.

    Pppssshhh, efficiency.

    point was, Despoil definately not a needed mod 100% of the time. Refering to the OP

  12. I find it funny the people that use despoil to be honest.. Ever hear of efficiency? lol. Sheild of shadows on the other hand.. totally a beast mod. Health conversion, pretty much made for nekros, Throw in a vitality, a little strength, duration an possibly equilibrium,and you got one of the hardiest frames in the game,

    just my 2 cents

    edit: forgot to mention but also,  like Ember and Frost's 1s, Nekros' soul punch, though does little (if any) damage, is  nice when you need to quickly knock down an enemy, (like a tech, bombard, napalm) who is about to nuke you while you're reloading. Considering its quick and doesn't interrupt reloading, not to mention never misses as you have to have an enemy targeted to use it, its very handy. Has save my butt quite a few times.

  13. Considering Endo is in the drop tables, enemies drop it, a "drop chance" booster most certainly does affect it.

    Source : Codex, First hand experience, playing with a nerkros/hydroid etc

    Quote
    10 hours ago, jscar said:

    Endo is not a resource, so nope, Both res boosters won't affect 

  14. ODS isnt too bad for endo atm. Plus anything that gives mods in general is nice as the conversion to endo/creds for mods is rather nice at the moment. Plus the weekly sculptures and any you find in mission. As mentioned. If you wanted some help ingame, PM me

     

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