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XxCurtennoxX

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Posts posted by XxCurtennoxX

  1. 13 hours ago, HardwiredInsanity said:

    I'd have to disagree with you, chief. I'd say his play style is more based on eating the correct amount of enemies rather than as much as possible from each faction and using his air to deal with anything else. Grineer: Nox and Bombards, Corpus: Oxium drones and avoiding Moas Nullifiers, Infested: Ancients.

    I understand your point, to an extent. Eating the heavy tanky enemies is beneficial, for sure. However, his three and (holding) 1 now deal very sizeable damage. Both of these require large numbers of enemies to make the most of them. His 4 also requires as many enemies as your energy pool can handle, as the damage scales off of enemy count. As does his passive.

     

    But this is veering off point now. My point is, he's punished too much for sucking up a nullifer that your team mate has destroyed the bubble of whilst you're mid-cast of Feast. You can't prevent being nullified at this point. Try any high level Corpus mission and tell me Nullifiers aren't everywhere and that you don't accidentally suck them up when team mates shoot their bubbles.

     

    13 hours ago, HardwiredInsanity said:

    Grendel is also one of the only frames I have seen with an ability that just projects a near uncontrollable amount of enemies towards him in such a short time, other warframes have the luxury of being very selective on their ability casts. Meanwhile Grendel, has to be more careful on what he eats. It's as simple as looking for 2 seconds at a group of enemies before casting Feast.

    I don't quite get your point here. You're saying other frames have the luxury of being selective with their casts? That's true, so why is Grendel punished by having his entire "resource" removed from accidentally moving your mouse over a nullifier you may or may not have seen? His entire kit relies on enemies in his gut. Other frames can function perfectly fine from range for the most part, and have to actively run into a nullifier bubble to be affected. There's the exception when null bubbles touch "placed" abilities (snow globe, cataclysm etc.) as i mentioned before, but they're static things you can defend, not a large range cone that sucks nullifiers right at you. These frames that can be affected from range generally aren't rendered completely useless ability-wise  because they don't lose a 'resource', just the ability they used/placed.

     

    I'd honestly prefer Nullifiers be one of the enemy types that can't be consumed, like Eximus units and certain other types.

  2. 36 minutes ago, HardwiredInsanity said:

    I think this is intentional. As much as I DESPISE nullifiers, I think it makes the game more interactive as you have to pay attention to which enemies you are eating. My advice, just shoot the nullifier drone at a distance, kill the nullifier and eat the goodies that huddled up to him for safety.

    The problem is, you're encouraged to eat as many enemies as you can (obviously being mindful of energy drain) since it 'fuels' your other abilities. Being punished for sucking up a nullifier 30 meters away that your team mate has destroyed the bubble of (and therefore i can't see a nullifier) feels inherintely flawed. 

     

    All of a sudden i've just lost like 5 seconds of animation time with no benefit because i've been nullified without even realising. It takes a while to consume enemies, and it sucks having that wasted and having everything puked back out (without the damage being dealt) just because a nullifier who was hiding his bubble happened to be sucked up in that group of enemies i'm targeting.

     

    Most frames, with exclusion of "placed" abilities, require you to actively walk into a nullifier to be nullified. Having them sucked towards you and disabling your abilities from range feels like a terrible punishment for a frame that is useless without enemies consumed.

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  3. I'm pretty sure this bug has been around for a while now, but regardless;

     

    Performing any kind of melee finisher on an enemy that's on an slight incline (stairs, the slopes in the simulacrum etc) will almost always make the Warframe fall through the map. This will then cause the Warframe to be reset, but now you can't move, attack, or use any abilities. Pressing the movement keys will make the Warframe jog slowly in place in one direction, but no actual movement occurs.

     

    The only way to fix this is to go down and die completely (being revived by someone won't work).

     

    This is incredibly annoying playing any frame that utilises finishers. For example, i'm frequently getting this bug when playing as Inaros just trying to get some health back from Finishers. It quite literally makes it unplayable when the bug occurs, until the point that you manage to die completely and use a revive (or abort mission..).

  4. It suspends them in the air, their not on their feet. I would classify this as knockdown.

    You compare embers 1 second stun to Nezahs much longer duration cc

    You compare Vuabans field which has an enemy cap to Nezahs non-cap

    So, what does Divine Spears have going for it? Much.

    - CC that can affect every target without limitations

    - Does not suffer awkward builds which sacrifice a feature of Divine spears.

    - Damage that can be applied twice.

    - 1 second cast time mass aoe ability. (Nyx has same cast time on Chaos)

    What Nezah and Damage frames have in common

    - Both do lackluster damage at higher levels unless modded for it

    - Nezah has long duration CC most others don't without Aug's

    - Has mobile CC, only 2 other frames have this ability.  But Nezah also gains a shield on this mobile CC which no frame has.

    ^ - Also his mobile, cc, shield ability can repeatedly cc the same target.

    - Kit offers lots of mobility cc/ Damage/ defence and isn't rooted to 1 spot with them,  which nearly no frames can claim.

    So unless we're talking about one of the older Vanilla frames. Stop acting like Nezah has issues.

    This entire reply suggests you've used Nezha in the star chart, and star chart only.

    The damage is mediocre, and is basically just split in half and placed on 2 different animations, to give you the illusion you're doing more damage. Doing damage twice is just worse than doing it all in one animation. Fact.

    This entire thread is about ancients removing any use of the ability, and you say " Has cc that affects every enemy without limitations". Er, what?

    Also, a knockdown is where you're knocked DOWN onto the FLOOR. If you were to say "I got knocked down", how does that mean you're hovering in the air? Explain to me how you class this as a knockdown. Rhino's stomp is IDENTICAL yet doesn't suffer the issue against ancients.

    Also, his "shield" isn't needed on most other frames, due to the squishy frames having plenty of CC. Nezha is statistically close to Loki, yet has weaker cc that is made utterly useless by a common void and infested enemy.

    The CC warding halo provides is not as good as you make it seem. It has tiny range and all it really does is stop melee enemies from getting close. All the powerful enemies (Bombards, gunners, nullifiers etc) all have powerful ranged weapons that melt Warding Halo.

    I've put 4 forma in Nezha and it feels like you've barely played him to notice his problems.

  5. Well this isn't bug, since Divine Spear is a stagger/knockdown abilities. Remember CC stands for Crowd-control and it includes all types or any mechanism that can be consider a type of crowd-control. And Ancient Healer's Aura grant immunity to some CC.

    It shouldn't be classed as a "knockdown", simple as that.

    It suspends enemies in the air for the duration, not knocks them down. It's an ultimate where the only useful aspect of it is the CC. When healers spawn everywhere, the ultimate might not as well exist.

     

    Other frames have CC abilities on their 2 and 3 keys, whereas Divine Spear is an ultimate with a slow-&#! cast time and 2 animations.

    Take Vauban's bastille or Ember's accellerant for example. Extremely quick cast times and immobilize/stun enemies. 

    Simply no other CC ability that i know of suffers from the same issue as Divine Spears.

     

    So, what does Divine Spears have going for it? Not much.

    - Very slow cast time

    - CC that is disabled by both Nullifiers (obviously) and the very common healer ancient.

    - It has 2 cast animations.

    - Damage is pretty terrible, so the CC is the only decent aspect.

     

    See the issue? A fairly common enemy is able to make the entire ability completely pointless.

  6. this isn't a Bug.

     

    don't you know what Ancient Healer Auras do? that Ability has CC. therefore surrounding Enemies are immune to it under that Aura.

    since Damage is only reduced rather than nullified, they'll still get hit by the Damage as they are, but will be immune to the CC.

     

    actually... no.

    CC Abilities by [and] large are resisted by Ancient Healers. Damage application still applying just divided by 10, and being immune to the CC.

    Just checked and sorry, but you're wrong.

    "This aura not only grants damage reduction, but also grants stagger, and knockdown immunity to all under the aura, as well as damage done to protect allies will heal the Ancient. Unlike the other two Ancients, Healers cannot cloak other Ancients under its aura."

    From the wiki.

    Stagger and knockdown immunity. Not CC ability immunity.

    I guess because ground finishers are possible on speared enemies, its being classed as a knockdown, which needs to be changed. So yes, this is pretty much the only cc ability that can't cc healer buffed enemies.

  7. this isn't a Bug.

     

    don't you know what Ancient Healer Auras do? that Ability has CC. therefore surrounding Enemies are immune to it under that Aura.

    since Damage is only reduced rather than nullified, they'll still get hit by the Damage as they are, but will be immune to the CC.

     

    actually... no.

    CC Abilities by [and] large are resisted by Ancient Healers. Damage application still applying just divided by 10, and being immune to the CC.

    Funny how I used Nova yesterday, as well as Ember, and all their cc worked fine.

  8. He might just be my favorite frame now. I have 3 forma on him. I take him to the sorties. He has decent survivability. He has good cc and utility. The last mission I ran was a infested defense. So I put rush on him and with like 1.7 speed just ran circle around the defense target making a ring of fire. I then shot my synoid simulor. He can be strong.

     

    Now, as I mod him. Max redirection and max vitality. Max energy efficiency (fleeting rank 4 and streamline), stretch, intesify, primed flow, primed continuity, and whatever utility slot mod you prefer. 

    That's pretty much the build i use, except i use Steel Fiber and Vitality, rather than Redirection and Vitality.

     

    Steel fiber buffs your Warding Halo, and you can simply heal by casting your ult and making easy targets for your Blazing Chakram. Then simply kill the enemy you threw the Chakram at and you're healed again whilst you've got your Halo up.

     

    I guess it's personal preference, i just feel making use of his high-ish armour makes more sense.

  9. Eh, pretty decent.

    He's pretty hard to keep alive due to cast times, weak defences, and a weaker iron skin, but he's hella fun to play with.

     

    Currently Divine Spears isn't CC'ing enemies under the effect of Ancient Healer aura's though, so casting that is a death sentence near a bunch of buffed enemies.

     

    Lost 2 revives due to that bug. Had to leave a T4S solo at 30 minutes because there were too many healers spawning, effectively removing my main source of CC.

  10. This is a serious problem for Nezha. Divine spears has a terribly long cast time, but does have decent range, making it an okay CC ability.

     

    However, any enemy near an Ancient Healer that has its aura buff, isn't getting pinned by it. This means after that long cast time, whole groups of enemies are still able to stand there and kill you. They still have the spear effect on them, but they're able to move about and shoot because they've not been pinned.

     

    Please fix this. Nezha is a bit of a struggle to keep alive as it is, what with a long cast time for his ult, and Warding Halo having twice the cast time of Iron Skin. Sure, you can try sprinting and sliding everywhere, but this problem with his ult needs to be fixed asap.

     

    I see no reason how this could be intended, considering no other CC abilities in the game are ineffective against Healer-buffed enemies.

  11. Thanks for that small little change. I can actually see my colour scheme now when it's activated.

     

    Before, every time it was active, you could barely tell what i had coloured him like. Now it's a small outline sort of effect. Much nicer to look at, and i can see the great design of Wukong whilst using Defy.

     

    Small little change, but a very welcome one.

  12. Well, Ive tested Deadly Intent today and it seems like its not working. Ive tested that with Valkyr Hysteria, which has 50% crit chance basically. If you use the mod true steel + true punishment maxed grants you 100% more crit chance of your basic. This means you should have 100% crit chance exactly. After I used my mind spike, I should have a higher crit chance with deadly intent (which is at rank one with 20%). But after 1000 hits on a heavy gunner eximus level 105, I havent seen any red crit. 

     

    Anyone else who have checked that?

    Sadly, Deadly Intent is pretty bad. It doesn't add a base crit %, rather it actually adds crit chance based on the base weapon crit chance.

     

    I can't explain it, but this guy explains it well in this thread: https://forums.warframe.com/index.php?/topic/577775-spoiler-naramon-deadly-intent/

     

    Dont bother ranking it up, it barely does much.

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