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Enfo

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Posts posted by Enfo

  1. I don't know about the Scindo it not being a blunt weapon, but the Fragor needs and aoe like the Furax.

    You can test this at a reactor, with the Furax you can jump attack and destroy the reactor in one hit but the Fragor has nowhere near that range

    That's because it has no AoE on the jump attack at all, which to me makes no sense. The axe is the same weapon just for Infested units so i don't see why it shouldn't get the same effect. Nontheless they need an AoE jump attack.

  2. the mod's are fine... you are just at a point were you want harder content that you dont have so you feel you need a nerf.

    Mods are indeedd not fine. Me and my friend are running around each with 150% multishot on our shotguns... Yeah lets just say we 1 hit everything and take down bosses... well... insanely fast.

    The HEK and Gorgon nerfs were uncalled for as the mods were the stuff making them crazy.

  3. Either way, I do have a level 14 Cronus and it works wonders against Infested. Melee damage is unfortunately quite lackluster against late level Grineer maps as it takes about 2-3 charges to kill one single target, not to mention they don't stagger at all. And melee damage mods for warframes are kinda hard to come by..

    The new hammer should be the new armored killer.

  4. Leveling up melee has its downsides since you cannot keep melee active and you only get experience from things you kill with your melee weapon.

    So it takes quite awhile longer, and now that they made the infested maps so anti-melee it's going to take alot longer.

  5. They got rid of the annoying stunlocking Runners, which were only slowing stuff down, added more of the beautiful Leapers and gave us more big bad dudes. Hell's yes. If you cannot find ways to deal with Ancients, really, I cannot help you. They aren't hard.

    As i did say in the OP, if you even read that, i find it extremely boring that all you do now is run through the map with a shotgun instead of really finding good areas to use melee weapons, when everything just dies faster when being blown up, unlike before everything wasn't elite monsters or leapers which are just ruining the point of melee.

    And as i also stated in another thread:

    It kinda ruins the whole aspect of being able to level your melee weapon effectively when the monster either kills you with poison when you're close so that you are forced to shoot it, or that you have to shoot the monster to low HP in order to not spend ages on hacking it with your low level melee weapon, and then shooting all the small monsters which runs in front of it at the same time.

  6. More tougher enemies the better, especially as this game is based on item leveling.

    It kinda ruins the whole aspect of being able to level your melee weapon effectively when the monster either kills you with poison when you're close so that you are forced to shoot it, or that you have to shoot the monster to low HP in order to not spend ages on hacking it with your low level melee weapon, and then shooting all the small monsters which runs in front of it at the same time.

  7. Really, it is. Elites feel more common than regular monsters and you get more leapers than anything. The Infested maps turned from average farming into boring and non-satesfying maps.

    As i see it the amount of elites is just beyond a normal standpoint, especially the amount of Toxic Ancients.

    A better approach in my eyes would be returning the Runners, and add other types of monsters to the map that challenges you on other areas than being pulled, jumped, or punchedA and perhaps more swarming of Chargers and Runners.

    Another thing would be an option to add higher difficulty to the maps where monsters get more health and/or damage but rewards more drops in return.

    There's also the good old "more people, more difficulty", whereas you could add 10-25% health/damage to the monsters for each player in the game.

    I get people want challenge, but it just feels so wrong playing the maps now. All you do is equip a HEK and go lawnmower style on everything because with other weapons it just takes ages to beat.

    Just a few general ideas of mine, any other feedback is welcome as well.

  8. ground slam hits for maximum 46 damage for me, with melee artifact and several melee mods (level 14 hammer). To prove my point about the jump attack being rather useless try using it on a reactor. Absolutely no effect since it only hits when you target something which the hammerhead hits straight on.

    So far the regular attacks seems to be the only thing worth using, and even then, they're not that good.

  9. The amount of Leapers and elite mobs that spawn now is just crazy. You can hardly ever get a good moment to use melee because you either get jumped by 6 different leapers, or poisoned to death by those overpowered Toxic Ancients.

    I feel that this change was too hard and definately doesn't fit into maps that were melee friendly before.

    Right now i'm just mowing through with my HEK and not even bothering pulling out my sword, cause if i do, i end up getting knocked the fudge down, or poisoned/stunlocked by elites

    Personally i find leapers to be the most annoying monster when in bigger packs, because they're pretty anti-melee.

    Also i don't see why Runners were removed since they actually promoted using melee weapons.

  10. Only that he is wrong.

    I'm wrong? The charge attack does less damage than the normal swings to bigger monsters (45 damage, bug?), while my regular hits do 98-110 damage to them. I litterally jumped straight into a group of monsters with the jump attack only to hit the one i jumped straight onto. It swings extremely slow and leaves you way too vulnerable. I think you should go test a little further before telling me that i am wrong. Otherwise i guess you're magically posessing weapons that does something different.

  11. It's not like the Hek still doesn't mow them down. I saw those map as a great oppertunity to level melee weapons since the only real way to do it is killing stuff with it unlike other weapons which recieves experience from just being active.

    With the amount of Toxic Ancients and their overpowered poison, plus the amount of leapers and regular ancients that spawn it seems like melee is just getting a punch to the face.

  12. They're slow, single target, their jump attack is whack, and they make you almost stop moving while attacking.

    Sure they do great amount of charge damage (to regular monsters), but it takes like 5 seconds to charge up an attack...

    I was personally very disappointed after rushing myself into getting them and testing them out.

    Did the developers even test these and compare them to the swords before releasing them?

    Cause honestly, they're pretty damn useless

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