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skRose

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Posts posted by skRose

  1. You use it to stack splinter storm's shield (her 2nd ability's) damage. 
    Takes only a couple loops to create a 200k dps shield, my friend. 

    When MV is cast, anything on the outside nearly dies instantaneously - anything on the inside is subject to a damage multiplier, which is a death sentence if you brush past them with a 200k dps shield. And keep in mind, this is a 200k dps shield bolstering 90% dmg reduction as well. Should get on it.
    ^Abilities designed to be used in tandum

  2. Mm, I've managed to ball up a whopping 2mill dps on stacking her splinter storm's shield w/ a bit of a special build w/ another team mate - frankly, that's kinda how I play her. The resulting deaths on the explosion of her 4 tend to just happen to be a by product (funny enough, capable of clearing out entire rooms). 

    I think I could get behind these changes - but her spectorage I do have a bit of a comment on.

    Because currently through the way I've been playing her, when I toss it down it's usually as it stands to attract aggro to a certain area for me to turn them into glass (as they're subject to a multiplicative damage bonus) through MV and sweep the mobs sentenced to a swift group death  with her 1. 
    The aggro attraction is pretty strong tbh - but the health scaling proves to be a problem for sure as in the higher levels they don't hold up too well.

    The initial issue I'd have with her being able to inflict bleed procs (though sensible) is that her being able to turn them into glass effectively puts on hold any status effects that the enemies had been inflicted with (much like frost avalanche freezing enemies, or atlas' petrify). 
    A fair reason for those enemies being glassed and immobile is to negate the ragdoll effect of her 1's sweeping ability. If they could adjust that to allow for status effects to still run while maintaining the rag doll negation I'd be pleased. Because as it stands, I feel like the reason for the status negation on being frozen, petrified, or turned to glass has a connection to rag dolling. 

    Here's where my concern comes - as the way you have proposed her abilities to work, a potential combo would look something like - spectorage -> cast shattering shield for aoe bleed -> quick lash for inward blind
    However, should you use her sweep, it would most likely send them flying all over the place in which case it's time to pin the tail on 24 crewmen *sob*
    Then again, it would create a situation where that particular combo would be more suitable for late game as it's chalk full of cc and status where things wouldn't die instantly.

    ~~~

    I think that for those who want to play her as a defensive frost, those MV changes I feel would be suitable and well received.

    Figured that the reason why the wall has segments is due to the fact that you are meant to shatter it from the outside to stack the damage onto your splinter storm shield (takes me only a few loops to get 200k dps no problem) so that a nullifier or one heavily flooded area doesn't complete destroy the explosion damage from the rest of her wall being shattered or puts the player in a position where they have no other way to add the stack onto the shield despite having spent the time and energy casting her MV.  <-loooong run on sentence oops. 

    Anyhow, that aside I hardly feel armor has a place in MV's scaling.
    The wall hp I've found is suitable enough to withstand my being able to cast and dash to the outside to finish my damage looping for her shattering shield stacking - but these changes certainly would help diversify her game play further so I'd say it'd be pretty sweet to have them implemented. 

  3. What kinda fools play her for her 4th? 

    Jfc. If you look at her kit in its' wholesome - and see the fact that her abilities are meant to be used in tandem. 

    Build around her second ability. Her 4th I use solely to blow up stack up the damage around her bloody shield. 


    When your whole team is walking around with a 40k dps + 90% damage reduction shield wtf are you complaining about her damn Mass Vit for? If you wanted a bloody bubble to play around - play your ball buster bubble man. 
    Meanwhile those who have read and understand her kit will just strut along and lol at things dying left and right.

     

    Edit: the only thing that's rubbish about this little 'tweak' is that they're making it scale off of a frame who has 125 base armor. Ain't nobody going to mod for that bs. She wasn't meant to be built like that, but more so around her abilities. Makes no sense whatsoever. 

  4. Which technically isn't even a plain but

     

    ♡Why is there a such a low ceiling that  my  helmet head scratches against while I'm flying in my arcwing?

    It's so inconsistent flying from the mountaintops going back to the gate. I am literally being forced down as I fly.

    When I try and fly high, or straight my arcwing starts to steer me into the ground.

    It feels like I'm playing Titania trying to get energy orbs off the ground. (Hi Univac. HI STEVE!)

    ◇ I'm getting bloody noticed and shot at by grineer footsoldiers from 150 meters away. And they're hitting me. Accurately.

    How in the flying snicker doodles can I manage to smash open loot containers with my hammer second hand scraping the wall with slam attacks - not get noticed in a spy mission, and yet somehow these eagle eye grineer plainseekers crack open a whole can of flying dropships on my gluteous maximus when I'm quietly /sacrificingmyfirstbornchild/ praying to the RNGesus of the lake and plains for lovely pretty looking fish and gem stones /thatIclearlyneedtosellmykidneysfor/.

    150 meters. My sheilds are dropping from an eagle eye, assault rifle weilding grineer. 

    Our weapons have drop off. 

    Aren't we the Tenno? Holder of the almighty warframes? Just let me play as a grineer. I want whatever they're having. H o l y.

     

    ◇ I get you don't want to see cheese from air support - that the team worked veryvery hard on the plains ( and I thank you for that ) but how is it that we can get shot out of our arcwings? 

    ~Meanwhile in space arcwing

    ~Meanwhile in underwater submerged arcwing

    This at least should not be a thing.

    Imagine that. One shot in space and then you're a floating paper weigh(less thing) in space or water. 

     

    ◇It's cute that we can call in arcwing drops for our friends, but why is it a crafting component that requires fish oil?

    Is Ordis needing fish oil for something?

    I built this arcwing on the hard work and sacrifice /ofmanyfirstbornswhowerenotmine/

    I don't see why I shouldn't be able to call it in whenever I wish. Why I can't choose the arcwing that gets deployed on the go, nor why I can't lend out my arcwing to my buddies.

    Give me a hotkey for a quick deploy. Otherwise I'd prefer not to have this Cephalon on my ship.

    ◇ Grineer battalions and fleets can get called in, but I can't call in my Liset for an air strike? Seriously?

    ◇ I see you've added boots to fishing, but still no boot option to leechers in any game mode.

     

    I've got a whole plethora of feedback, if you'd care to hear more - feel free to let me know! I'm pretty available  (and single. Male, 23, pleasedon'tletmediealone.Iswearilltreatyouright.Idon'tminddrivingtoTorontoforadate.)

    Thanks for reading ~ and hope you have a wonderful day ^^.

  5. The title above, basically that.
    For some reason I'm just craving a weapon capable of ragdolling with a nice strong regular melee swing. Swift quick ragdolling goodness - HOMERUNS FOR DAYS! Things of the sort.

    I know stat wise impact isn't really the most loved in terms of damage (since it would be that sort of weapon after all), but mmph.. 


    I dunno - thoughts and opinions? o:

  6. yeah I'm for this. If they extended the length of the model as well as the reach I'd actually be okay with how the current scythe stances are - but they're far too tiny for what it's worth. Combined with the slow slide attack swing, it's rather horrid.

    If anything they're more reminiscent of sickles - meeting halfway with full fledged reaper scythes. 

  7. because I don't feel like creating a thread on my idea of some changes to Limbo, I'll throw them your way and you can do with them as you wish

    Make his first ability chargable,
    just like a bow or opticor charge - kamehamehaa super saiyan style with one hand, an energy blast than when held down and released it will create the aoe that'll drag a bunch of enemies into the rift. And when simply pressed down, it'll just target one enemy/ally. This way he has the best of both worlds being able to stay a VIP target assassin whilst being able to effectively deal with a larger group as well.

    Second ability, nothin to change

    Third - it'd be hella nice to see this apply to allies in the rift.
    Let limbo allies gain this buff while in the rift, but only at half of what Limbo gains since he is master of the rift after all

    Fourth - here's my twist on it. Have him phase in and out of invisibility. This'll give him more of a distorted presence to enemies in the rift, boost his survivability as well as his suitability which will add on to the whole 'Master of the rift plane' idea. An ode to his being spread across dimensions fiasco. Combined with his third ability I feel would make him more suitable to fight in his cataclysm and really make his area a true arena that he will be the champion of.

    This could be done in intervals and affected by duration fading in and out, or could have him run around invis being phased out of the cloak once he attacks and phasing back into invisibility afterwards but slowly, kind of fading back into nothingness. [similar to twitch from League of Legends, if you know of him]

    Of course items should also be dragged into the void - but only with cataclysm since it's an aoe. When you're singularly in the rift I feel that it shouldn't apply (as nice as it would be, it wouldn't make too much sense.)

    Edit: I'm also all for those augments you listed - loving the idea of them!

  8. True. Not ALL weapons should be high teir....

    but Clan tech weapons, where we have to pay for research wait three days before we can even build it, should be high tier.

     

    If this was in the regular market it would be fine as it is. But for clan tech this thing under-performs in it's category against weapons that often easier/cheaper to build.

     

    By all means, I'd love for it to perform better damage wise - I mean who doesn't like high numbers? It works well enough when invested into - and I personally feel by most standards it towers over a bunch of others,

    but I mean by that logic, your cause for concern on this weapon should take a backseat to Djinn, Mutalist Quanta, Ignis, Buzlok, Dual Cestra, Supra, Dera, Spectra, Flux Rifle, Nami Skyla, Venka to name a few (if not half of what's available for clan research) 

    And while Forma is quite an investment, look at those uncontrollable beasts that is the Dual Cestra - horrid accuracy, horrid ammo economy - requires two fully build Cestra's and when it comes to damage, ... just a damn shame.

    There's a tier list and never has it been about how worth is the investment in building the weapon - more so how worth is it to invest into the forma. And it is by this that leaves things very open subjectively - are you going for end game numbers? Are you going for aesthetics, or feel of the bow? Do you care how it performs against hoards or are you looking to play it in a certain style [i.e. supportive roles while prioritizing the takedown of  V.I.P. targets] 

    Of course the thing that renders the statement above null is if you're hard pressed on resources in which of course, go for whatever's most efficient in terms of resource consumption and payoff - there's tons of weapons that will tear this thing a new one in terms of dps, and hell even paris P/dread will never compare to the buttrip that is Boltor/Soma p, amprex, penta or the new tonkor as these are MEANT to take down incoming enemies by the hoards.

    But this weapon definitely does its' job in how it has been designed in appearance, and functionality - it is very true to its' nature and it kills things pretty well to boot!

  9. I think Daikyu is fine, more over it despite it being a bow w/ bow mechanics - damage wise it's far more comparable to the opticor.

    The bow itself, playstyle wise revolves around acting as a supportive VIP takedown bow - and yes, not weapons should be high/end game weapons.

    Personally, I'm in love with it - I don't see any drawbacks to not being able to prematurely let off a shot because shooting a bow before you fully charge it is such a waste anyway. I mean w/ dread and paris p you'd really let it off before being able to hit 100%+ crit? Nah, not even an option for me.

    It acts how it is supposed to act, the status is a nice bonus for making sure the target will fall over once hit another time round IF it survives.
    You are supposed to be at long distance, thus it isn't meant for close quarters.
    I'm more than sure once DE starts their rounds and takes a look at sniper and bow viability they'll address some issues or game modes that will make them shine in lovely ways - but until then ~

    It really isn't bad to have something that's mechanically different is it? 
    I mean people can hate on slow weapons all they want, but compared to the speedy tipedo - you'll get to really appreciate the animation work that's gone into combo's (or am I alone on this one?) 
    I dunno. It's still a game of many different aspects - stat wise and design wise, but for me this leans more towards the latter.
    This is my take on it. Cheers!

  10. I like this, it's very detailed and comprehensive on explaining the various game mechanics. But if I were to have some criticism, you are speaking pretty fast and at times it's hard to make out what you're saying. Also, adding annotations on your YouTube video that you can click and then take to the specific part in question can also help.

     

    But beyond that, it's a very good video, keep up the good work!

    Ah hello! Thank you very much for the feedback! 

    Yes you are absolutely correct. I have had someone comment to me on the speed at which I had gone through the script and I agree. When it becomes too overwhelming it ends up being detrimental, and taking it at a slower pace will give the viewer a lot more breathing room to digest the content and learn a lot more from it.

    I've taken note of it and will be applying it for any videos coming in the near future ^^ 

    Also very true about the annotations. I've just now added them after I read what you said about it.

    Thank you again for the feedback ~ Cheers! 

  11. Seems like an excellent guide! I can't think of anything you didn't cover effectively.

    Thank you very much for your kind comment, Akavakaku! I'm glad you found it that way! ^^

    Ahah, well I have received some constructive criticism elsewhere on the guide layout and it has been said it is a tad overloaded in info - but I've exhausted my resources on trying to get it out there.

    All I can hope for is that for those who stumble upon it, may prove useful and helpful to them.

    Thank you by the way for taking the time to watch it! Really appreciate it. :)

  12.  

    Hey guys! I have been working on this for a good long while now, and finally had finished.
    It's been a lot of work, but a super fun project.

    The first half of the video covers an introduction to the base mechanics of the game, while the latter half will cover where/what you do after the tutorial.
     
    This is my take on creating an updated Beginner's Guide for Warframe.
    Now, I know I haven't covered everything for certain - but if there's anything that I've missed I do want to know!
     
    If any of you could leave any feedback on how you found it, or if you have some extra tips for others - I can add in annotations wherever appropriate so please do!
     
    That's about it I suppose.
    The table of contents is in the first 20 seconds of the video and also in the Youtube Video description, however I'll leave the table of contents here as well if ever you wish to just simply watch here.
     
    Here's the timeline,
     
    "Intro to [...]"
     
    [0:00 - 0:20] Opening
    [0:20 - 1:04] Tutorial
    [1:04 - 2:29] User Interface
    [2:29 - 3:17] Menu
    [3:17 - 4:28] Mastery Rank
    [4:28 - 5:08] Leveling progression
    [5:08 - 6:34] Resources [Crafting, Market, Plat]
    [6:34 - 9:18] Modding
    [9:18 - 10:39] Defence & Damage Types
    [10:39 - 14:41] Mission types, Game modes, PvP
    [14:41 - 15:08] Companions
    [15:08 - 15:56] Syndicates
    [15:58 - 16:43] Clans
     
    "What do I do now?"
     
    [16:53 - 17:49] Bosses
    [17:49 - 19:01] Building Your First
    [19:01 - 20:14] Basic Loadouts
    [20:14 - 22:51] Recommended Frame/Weapon
    [22:51 - 25:05] Farming Resources
    [25:05 - 26:30] From me to You (Tips!)
    [26:30 - 27:04] Closing
     
    Anyway, that's about it.
    Hope some of you find it helpful !
    Thanks for watching and good luck in the field, Tenno!
     
  13.  

    Hey guys! I have been working on this for a good long while now, and finally had finished.
    It's been a lot of work, but a super fun project.

    The first half of the video covers an introduction to the base mechanics of the game, while the latter half will cover where/what you do after the tutorial.
     
    This is my take on creating an updated Beginner's Guide for Warframe.
    Now, I know I haven't covered everything for certain - but if there's anything that I've missed I do want to know!
     
    If any of you could leave any feedback on how you found it, or if you have some extra tips for others - I can add in annotations wherever appropriate so please do!
     
    That's about it I suppose.
    The table of contents is in the first 20 seconds of the video and also in the Youtube Video description, however I'll leave the table of contents here as well if ever you wish to just simply watch here.
     
    Here's the timeline,
     
    "Intro to [...]"
     
    [0:00 - 0:20] Opening
    [0:20 - 1:04] Tutorial
    [1:04 - 2:29] User Interface
    [2:29 - 3:17] Menu
    [3:17 - 4:28] Mastery Rank
    [4:28 - 5:08] Leveling progression
    [5:08 - 6:34] Resources [Crafting, Market, Plat]
    [6:34 - 9:18] Modding
    [9:18 - 10:39] Defence & Damage Types
    [10:39 - 14:41] Mission types, Game modes, PvP
    [14:41 - 15:08] Companions
    [15:08 - 15:56] Syndicates
    [15:58 - 16:43] Clans
     
    "What do I do now?"
     
    [16:53 - 17:49] Bosses
    [17:49 - 19:01] Building Your First
    [19:01 - 20:14] Basic Loadouts
    [20:14 - 22:51] Recommended Frame/Weapon
    [22:51 - 25:05] Farming Resources
    [25:05 - 26:30] From me to You (Tips!)
    [26:30 - 27:04] Closing
     
    Anyway, that's about it.
    Hope some of you find it helpful !
    Thanks for watching and good luck in the field, Tenno!

     

  14. Your problem, is that you did not offer a BRIBE.

     

    ;)

    Ohoo, very true my friend. 

    I could have offered that heavy gunner a galaxy's worth of alloy plates, little did she know! 

    I mean who could refuse that? :p

    this is as gold as the orokin.

    And we all know how much the Orokin love their gold, ahah 

  15. Nah, then they will just think he/she is a spy.

    I think they've made it quite clear that we must speak with our bullets and laser beam stuffs. I mean, it seems to be the universal language all the factions have in common with each other. 

    but alas, I did not get a chance to speak back - for I had died.

  16. Off topic, but this shows why enemy accuracy needs to take into account how easily a player could be locked on to--movement speed AND distance, and not just distance.

    Hm yes, this had concerned me as well. It's a rather strange happening. 

    I'd imagine it'd take some time getting it to the drawing board since DE has their hands full with many other peoples demands, but it is something to look into I think. 

    Enemy AI needs quite a bit of touching up per se, but I'll leave it at that.

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