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sappinmahsentry

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Posts posted by sappinmahsentry

  1. Over the course of the last 7 years, Warframe has evolved from a semi-tactical largely boring third person shooter to a game with many different mechanics, a beautiful parkour system, and melee and gunplay that flows very well together.

    The problem is that it's not ever tested by the games. Well, outside of Jupiter Disruption and Fortuna, that is. And the main reason why is because of two things.

    1. Enemy design (DE knows this one.)

    2. Frame and weapon design (DE likely also knows this one, but....)

    First, let's go over enemy design.


    Warframe's enemy design is literally outdated. Which is why all of the newer nodes and gameplay pieces have far, far better enemy design than everything else. I believe that Deadlock Protocol might address this with the Corpus, so I'm mainly going to talk about Grineer right now (the same things will be applicable if not, though).
    Walking Turrets
    Those two words put together sums up the entirety of Warframe's gun toting enemies(I'm not touching infested. This entire post would be about infested if I did). Grineer are hitscan thiccums who do nothing but shoot and walk. Sometimes run. And this is true for almost every single grineer unit. The main standouts are Noxes and Manics, the latter of which are ridiculously squishy and rare. Which is kind of backwards for a rare enemy. So, here I'm proposing some ideas for enemy reworks.


    1. The current heavy units become 'medium' units. To make them less annoying though now that they'd be more common, they'd have a 2.5x headshot multiplier instead of 2x. 

    2. Introduce new enemies, buff some others. Make manic bombards appear on *every* grineer node past a certain level. Decrease the rarity of manics and increase their health pools a bit. We have massive parkour, I think we're past the point of Manics being possibly overpowered. Flesh out commanders, make them spawn with a group that follows them and make them able to target players based on their threat level (AKA, if they are leading in kills, they'd target that player). And also make them spawn more, too. This would also synergize with their switch teleport, as they'd be able to teleport you right into hell. Of course, I'm not expecting all of this right now. DE has more than enough on their plate as it is, and nobody wants them to burn themselves and put too much on their plates again. I'm just saying this is what I'd like to see in the future.

    3. Nerf us.


    We're Broken. Too overpowered. Our personal design is in need of a rebalance.

    The main problem with many Warframes is that they have no risk, no opportunity cost, and no effort. Let's look at Saryn. You press buttons, things die. You put in no risk and no cost, energy is almost infinite in this game especially with efficiency mods and numerous pizzas. Look at Mesa. You press 4, wiggle your mouse while holding m1, everything dies. All the while you have 95% DR from bullets, how quaint. LOOK AT TRINITY. Look at Octavia, every single one of her abilities is literally broken. Every single one. You press 1, enemies die from their own bullets. You press 2, the ball does all the positioning work for you, enemies also follow it like idiot ducks, too. You press 3, well. Wow, what an overloaded ability. Multishot (!!!), invisibility (!!!!!!), and more! You press 4, and everything gets double the broken, all the while you deal more damage! Equinox is broken because other frames are broken, and also weapons. Frost presses 3 and wins defense missions. Gara... Is Gara. Look at every single hard CC frame in the game. If you're not solo or if you have one of the broken weapons, they're almost completely unstoppable unless you literally go to sleep at the keyboard. All of these frames deserve nerfs. not anything significant, just something to reel them in. Of course, abilities should be more powerful than your arsenal, but not for no cost. You could easily nerf many of these frames by:

    Adding damage falloff to certain overbearing AoEs such as Saryn (please, I mean it makes sense spores and gases naturally get more and more dilute the further you're out come on)
    Significantly increasing energy costs. (please)
    Adding new mechanics that make it so that the abilities stay the exact same, but you need to work harder to use (or be able to use) them. Maybe increasing their power if said abilities become far more limited.

    In my opinion, every frame should be around the Revenant to Wisp benchmark. And yes, that also means buffing up potentially weaker frames. God knows how clunky Titania is, even if I want to love her so much. But the design benchmark should be that every frame should either have to work for their power, that their power should be tied in some way to skill, or that their power should simply come with certain limits. 

    Our weapons, too, suffer from power issues. AoE weapons, such as the Kuva Bramma, kill single target just as efficiently as multitarget, which entirely defeats the point of choosing single target vs AoE. AoE weapons, simply put, should come with quite a bit less single target DPS, but a whole lot more multitarget DPS. Or, if they're going to be super powerful, they should be limited (very low ammo capacity and pickup). You know, like rocket launchers are in every other game. We could have both, that would be ideal.

    Again, I'm not expecting any of these changes right now. DE is working on enough as is, and them putting too much on their plate led to the half-baked recent launches. I just love this game and I can't stop talking and thinking about it when I start to.

    I think that DE shouldn't be afraid to nerf overpowered frames and weapons, people should try more to adapt instead of react. DE should, however, make sure not to overnerf. In sum, the point of these ideas is not to invalidate, but to simply balance. These powerful options would still exist and still give a glorious power trip, but they would allow other players to join in on the fun instead of only one player nuking the entire map. After all, if it's not fun, why bother?

    • Like 4
  2. 2 minutes ago, EinheriarJudith said:

    if you dump duration it will drain fast. im currently at 156% duration and my drain is 5.4/s

    1. how much power strength, range, etc. do you have? Mind sharing your build?

    2. That's still 10.8/s. To put this into perspective, Exalted Blade can kill enemies in around the same speed yet it has a drain of 2.5/s (because it's meant to be basically excal's main weapon). Now I know, Sol Gate is supposed to be a moment of absolute havoc, power unlimited. But the excessive drain simply does not mesh well with its mechanic of damage ramp  up.

  3. Wisp is an overall fantastically designed frame, she has organic synergies and is extremely smooth to play. Definitely my second favorite frame, after Hildryn. As a vet who has been playing since October of 2014, I am completely and totally sure that this game is finally improving in large, large ways (damn, disruption is clean. Needs a bit more rewards though, maybe an epherma?)

     

    However, I have one problem with Wisp. Sol Gate has a very janky opportunity cost compared to her other abilities. By this, I mean it consumes massive amounts of energy which means it's barely usable for any reasonable amount of time. In fact, building for power strength directly hurts its capacities vs higher armor enemies because of the damage ramp up can't keep up with the rapid energy drain. This means that, when building for power strength, you are at an inherent disadvantage when using this ability. Making an ability more powerful should never render it nearly completely useless.

     

    So what do I believe should be done?

     

    Simple, it requires way too much energy to use. This isn't Danse Macabre, this is a wide cone, not a far ranged AoE rapidly adapting lightshow. So it needs to have the energy cost of a cone. I think 7 energy per second would be fine, maybe 9. The efficiency cap can stay, that's fine. My problem is that using this ability is literally impossible if you have an abundance of power strength. So a drain of 7 per second would aid builds with high power strength, while allowing high efficiency builds to have much more variability in modding.

     

    Also, maybe improving its tick rate to 4 per second would aid it in messying armor. It's a sun laser, kinda expect it to be smooth ya know?

  4. 15 hours ago, (PS4)BIGHEBREW said:

    how does she fair against infested people been saying she is trash against them are you finding it easy around the infected boogers! is toxin one shotting you like everyone else is saying?

    Toxin procs only one shot her if enemies have an absurdly high level. And by absurd, I mean over level 100. If you have good enough awareness, you won't get toxin proc'd anyway. Only actual danger to her outside infested are noxes, and if you have overshields that danger goes away.

     

    The real issue vs Infested are disruptors (the things that dab on literally every caster frame) and toxic ancient AoE. But mostly, constant knockdowns from hooks. Knockdowns make it harder for you to get overshields from dagger, which is why I use rolling guard. But as long as you keep up your overshields with something like a rakta dark dagger, it's not much of an issue. My current strat vs high level infested is to pop in a health mod and rolling guard into my build. Then I build overshields with rakta dagger and let loose with larkspur. Larkspur out of ammo? Just use one of the many other weapons that are stupidly good at killing infested. 

     

    Though at that point I'd rather just use Inaros. Infested are the only thing that Hildryn can't really handle as well as toast.

  5. Been using this frame exclusively since she came out. Don't know what the complaints are (maybe people are bad at building her?), but my only complaints are QoL. This review is fresh off doing multiple 30 minute arbitrations and one 60 minute arbitration.

     

    Anyway, Balefire. Balefire deals a ton of damage. I was one-shotting level 120 arbitration enemies with a sub-optimal build, with uncharged shots. Keeping up with an Ash, and even outpacing him when the drones were being less rude. And now that I have blind rage on my hands, it's about to get crazy. My only complaint about this weapon is that the charge animation, while cool, slows you down a lot and triggers far too easily. IMO, the animation should only kick in at half charge, as that's where it starts dealing significantly more damage than uncharged shots. Also, since shots take so long to charge, maybe increase the damage on them a bit? For the sacrifices you need to charge Balefire for, you can just deal more damage and have more mobility by just using uncharged shots.

     

    Shield Pillage. What a fantastic ability. So far, unless I haven't payed attention, I haven't died. At all. This makes Hildryn at higher levels very powerful, yet very engaging. I love it, I love it I love it I love it. I can not give this ability more praise. Though, it should honestly take in shields from 10% of enemy health at base. Seeing a squad with a ton of Corrosive Projection makes me wish I were using Rakta Dark Dagger.

    Haven. Hildryn's only actually useless ability. I want to like this ability, I really do. And it's good on paper. But fact of the matter is, this ability drains far too many shields and deals almost no damage at all in high level content. Please just axe the entire "damaging enemies" part.

    Aegis Storm. Aegis Storm is supreme fun, and with the bug fixes it's actually useful.  It's a good "I NEED CC RIGHT NOW" button. Only thing I can ask for is, yet more QoL. This ability should not have a channel cost. Instead, increase the per enemy cost by like 5-15 shields per second and we good. It'll drain more when you're surrounded, but you'll be able to fly around at your heart's whim. And fun is what Warframe is about, right? Also, please change the camera position and allow us to zoom.

     

    All in all? Hildryn is my favorite warframe yet. This veteran of four years has finally got something they wanted in this game. An active bullet sponge who can dish it out while taking it.

     

  6. 53 minutes ago, (PS4)LoisGordils said:

     

    ...on a 5% critical chance? You could have easily used Weeping Wounds

    UHhhh remember when I said " The Okina + Spinning Dagger are already stupidly fast, so they actually do proc berserker at a decent rate. Once you get max revved, you shred enemies even quicker "

    And " If you don't feel like revving, you can replace it with a 90% elemental. You'll get a bit less DPS, but you won't have to worry about upkeep."

    I haven't really seen weeping wounds perform any better than a 90% elemental, but you could try it. Might be better at higher melee combo multipliers.

  7. 1 minute ago, AXCrusnik said:

    Which is why I say "most" not "all." Because of course there are exceptions to the rule. But a good rule of thumb is that Grineer weapons use Impact, good against shield, which corpus use. Corpus use puncture, good against armor, therefore good against grineer.

    This is not what I meant.

     

    I was meaning to say that the weapon's effectiveness against either faction is not due to their IPS spread, but due to their other stats. IPS doesn't make much of a difference as people think it does.

  8. 7 minutes ago, AXCrusnik said:

    Their base damage types make them slightly better against Corpus, and slightly worse against Grineer. That is a fact.

    I should have said "work best against their opposed faction." In any case faction weapons are almost always built to fight their enemy.

     

    In technical aspects based on base damage alone? Sure, you get that. But in terms of effectiveness, it's a weapon by weapon basis rather than a faction by faction basis.

  9. 1 hour ago, MasterBurik said:

    "Lull benefits more from duration, [than it does from range.]" 

    not

    " Lull benefits from more duration, [period.]"

     

    Most of the content we face has large chunks of confined spaces, and choke points. A lingering Lull can be quite effective at controlling areas, especially at higher levels. You don't need massive amounts of duration to do this. Too much would limit your ability to react to where new enemies are coming from, and too little would reduce the effectiveness of its literal stopping power.

     

    The "power" of abilities like his 4 are somewhat subjective. I find it functions exactly how I expected it to function, based on the stats and mechanics it currently possesses. His 4 crowd kills all the fodder perfectly fine into the mid-high 100s, with the 210% strength build I utilize. I certainly won't say no to adjustments on its ability to scale, though.

    Yeaah what I said was kinda dumb, as it can benefit both ways. Still, glad you agree on making it scale.

  10. 8 minutes ago, MasterBurik said:

     

    • Lull benefits more from duration, due to its linger & line-of-sight mechanics (plus, 25m @ 100% is good enough).
    • Range increases the upkeep requirements of Desolate Hands for its DR. This wouldn't be an issue if their disarm capabilities were competitive with the DR.
    • Ability Range doesn't do anything for Serene Storm.

    Too many people hung up on a 360° Elude build, imo.

     

    You don't need to get hung up on a 360° elude build to see where the problem comes. If you're building for his fourth ability (and want it to be actually powerful, duh), you'll need transient fortitude, blind rage and intensify. Now you'll need adaptation and vitality to keep yourself alive. Now you need flow for energy and that leaves you with only two spaces. Even if you take out adaptation, you're still gonna need to slot something to offset the efficiency. So either take a gigantic hit on duration or range instead. Your choice.

     

    You could say to not build for his fourth ability, but at that point you're now just playing as a warframe with two good abilities.

  11. 15 minutes ago, VencirGan said:

    Huh. I haven't really messed with Baruuk, but I thought his slide attack killed high level enemies fairly well. I might be wrong but I could've sworn I saw a video of it killing things.

    It really seems like the community either hates him or thinks hes okay. Its really polarizing lol.

    His slide attack does kill enemies, but often times it's inconsistent, especially against some enemies that you need to hit multiple times with it. (sometimes knocks enemies away so you can't hit them, sometimes doesn't knock them to the moon) and risks 3's charges depleting.

  12. 2 hours ago, robbybe01234 said:

    Sorry man, I'm just confused as to what you're expecting from the ability now.  Especially with mod examples thrown in and the direct valkyr comparison.  Do you want it to have the same stats as her claws but retain the outgoing damage waves?  Do you want melee to have mods like hunters munitions?  Then you're talking about arbitrations while we still have to get through abilities damaging drones first.

    Then your tossing logical fallacies at me when I wrote that as an example of an unrealistic expectation for an ability given its type or limitations.  As in "I can't expect that wave that has damage fall-off to nail that dude across the room."  With, "I can't expect that crit-based impact damage to pump out status effects and shred armor." That is unless you change the core of the ability to something else which would change the entire thing.  I didn't really think I took a single aspect that's shared between the two and said they were the same thing.  But hey, I'm no logic professor.  

    I just want the ability to have the ability to kill armored opponents better than a piece of wet tissue. I literally just want it to have some status chance, you can read an accurate explanation of my thoughts in the OP. I don't want it to shred armor(and with its current attack speed, 30% status chance won't), I just want it to be good vs more than one single type of heavy per loadout. I was just making explanations as to why other exalted abilities are good, and why this one is not. That is why I mentioned Valkyr's Talons. I explicitly state, multiple times in this thread, that I do not want to make this weapon more powerful or even as powerful as valkyr's talons or exalted blade, and ignoring the part of my post where I said that lacking exalted weapons need stat adjustments will not further your point. I simply want it to work against heavily armored foes in a way that almost every relevant weapon nowaday does.  You are focusing on single aspects of a large post, instead of every aspect of said post together. I only talked about arbitrations because people are saying that going past level 100 is not going to happen in any relevant content, but arbitrations are relevant content, which means that you will encounter enemy armor scaling.

    I wasn't throwing out any logical fallacy, you just fail to understand my arguments. You said that every crit heavy weapons have problems dealing with armor, and that's simply not true. None of the flaws you mentioned in other things are inconsistent, nor are they unfun to play with, nor do they hamper the weapons in any extreme way. Baruuk not being able to kill heavily armored foes/only being able to kill one type of them is an ancient concept. Adding status chance wont make them less unique, it will simply make them better.

    IMO, for how long it takes to charge, there is no forseeable point as to why a weapon should have these issues in a PvE game.

     

  13. Quote

    The fact that the target still moves. A slow acting tether doesn't stop the target from being blasted out into space and rendering the ability a waste of energy.

    Since the update, this has literally never happened to me. I don't get why other people have this problem.

    Quote

    Spellbind:

     

    The casting time is a bit long for what it does. And the ability actually makes it harder to kill enemies. The way they float around makes them hard to hit, and headshots are pretty much impossible.

    Additionally: Why even use this over Lantern?

    Quote

    Most of the buffs are still awful.

    Entangle: A 25% slow, even with the new range, is barely noticeable when active.

    Thorns: Damage reflection in Warframe sucks, the game simply isn't balanced for it. Damage reflection on a squishy frame that specializes in "evasion" is just laughable

    Full Moon: Companions disappear when entering Razorwing, 90% of players go straight into Razorwing at the start of a mission. And Razorflys are too squishy to expect anything out of, except a minor distraction.

    I agree with the other buffs that aren't dust being awful, but didn't they say they're gonna change them later? Good feedback though.

     

    Quote

    Razorwing:

    Healing Razorflys on kill sounds good, but the Razorflys are just too squishy. I just tested against a group of lvl 50 Lancers, and all of my Razorflys were gone in about 20 seconds.

    I agree, how are you gonna heal something that dies?

    I don't think Titania is bad, but there are definitely some weird things about her abilities that still need to be fixed. Good post.

  14. 3 minutes ago, Tennmuerti said:

    I know how Valkyr's 4 works mate :), it's also short range and if we are being realistic there is no reason to use it over a regular melee weapon atm, which is kind the point I was making. And this is coming btw from someone who is not on the Valkyr hate train and likes playing her very much in hysteria at all times.

    Which is my exact problem with Baruuk's 4 right now, why would I use it over regular melee?

    Valkyr's 4 heals her and makes her invincible. That's reason enough for a lot of players. But also the fact that slidespam is blatantly overpowered is gonna get amended in melee 3.0.

    Yeah, there really is no reason to use baruuk's 4 over regular melee other than smacking low health enemies through walls. Even then, just use a Zenistar at that point and do the same thing but passively, all the while stripping armor or putting perma viral on enemies.. Hell, it's worse than AoE primary and secondary weapons, too.

  15. 2 minutes ago, Tennmuerti said:

    Then we are kind of just left in the same place Valkyr's 4 is. And could just use a good melee weapon instead at that point, right.

    The difference is that Valkyr's 4 has waaaaaaaay higher damage per second through its slide attacks and always deals full damage and doesn't knock enemies away from you. It can also open enemies to finishers that basically almost always instagib, and it benefits from the combo counter because of said damage and attack speed.

     

    Oh yeah, and valkyr's talons having such insane attacks per second also allows 10% status chance to be actually quite decent.

  16. On 2019-01-04 at 12:11 AM, AXCrusnik said:

    Most faction weapons aren't good against their own faction. Grineer weapons typically use impact which is good against shields. Corpus use Puncture which is good against armor.

    ?????????????????????????????????

     

    Zarr obliterates grineer, and it's a grineer launcher. Twin Grakatas obliterate grineer, prisma gorgon, ignis wraith, atterax, vaykor hek, atomos, nukor, prisma cleavers, dual krohkur, quartakk, stubba, PTwin Gremlins, Twin Kohmak, Twin Rogga, Jat Kusar, etc. etc.

    How are you building these weapons??

     

    On OP's point, I agree with everything. Ogris is badass, and doesn't deserve to be so actually bad.

  17. 21 minutes ago, Tennmuerti said:

    I don't really feel like the ability needs any more dmg, he wipes out anything up to 100. And even at lvl 100 when well built his 4 will kill regular heavy gunners in a matter of 4-5 hits. However most of the dmg problems would also be solved if he gained combo meter more easily. 3x his current damage and he will slice through any relevant content. If super heavy armor past lvl 100 on eximi is a limitation that's not such a bad limitation to have imo.

    What I do feel like it can use is the ability to scale with range, as it stands it is barely larger then most wide range weapons with a primed range mod, at least not enough so to be a viable alternative instead of just using a Zaw for example. But if it scaled with range, plus with its ability to go through terrain I would actually have an incentive to use it over a good melee weapon. It would make for a different style of weapon and not just jet another melee exalted.

     

    Normal heavy gunners aren't hard content in the least. And then comes the problem of fighting bombards, because you have to mod for one or the other, not both. It's gonna have trouble with either heavy unit, and in the void it has trouble with both. It's really old warframe design that I thought died three years ago. And what about enemy enhancement sorties?

     

    Also, it's not on eximus units only. It's on normal corrupted heavy gunners (and bombards for that matter.) and normal bombards depending on what you modded for(and if you modded for radiation, have fun with the heavy gunners). Past level 100 is relevant content if you're playing arbitrations.

     

    If it scales with range, then it's yet another ability that is broken in low levels for farming but irrelevant in higher levels because of far, far, far better options. DE does not want this, and I do not either.

    The problem isn't how "big" of a limitation it is(it's a huge limitation to need to mod for a ton of power strength, making it harder to gain restraint), it's how fun and non clunky it is. Having to switch back to a weapon with the long animation is painful, and then wasting restraint, too. Giving baruuk more status chance wouldn't automatically make him broken. Not to mention the fact that we already have broken frames in the game, and that it's a PvE game.

    I already made a point about the combo counter, however there's also another issue with it. Giving him 30% status chance would take much less time, much less code, and much less bugs than coding the waves to add to the melee combo multiplier.

  18. 5 hours ago, (XB1)Knight Raime said:

    -snip-

    Revenant is not based on thralls. They do things for him, yes. But he is not completely based on them.(It's like saying Atlas is based on Rumblers because they are supposed to do many things for him and have synergies.) He is based going around like an undying beast who doles out damage and never dies while also being very mobile. In that case, he is a revenant. He is not suppsoed to be a sentient warframe, he is supposed to be an Eidolon warframe. And from the extreme tankyness, ghost dash (from the lil eidolon bois that shoot pews) and lasers, he fits that bill very well enough indeed. That's where the name Revenant comes from (cause the eidolons are kinda like ghosts that walk the planes, mourning the loss of their full body.)

    " But plenty of other frames can survive as well as him.  And there are certainly much better damaging abilities.  "

    But none can do both things at the same time. Reminder: Not every warframe needs to have a place in a squad of four heavily specialized frames for endurance runs, even though Revenant can do 14 hour long endurance runs though.

    I'll agree that his passive is redundant, but so are the passives of many frames. However, mesmer skin does not make reave redundant, as healing yourself is still good to put that small "oh god I almost died" padding there.

    Also again, keep in mind. Thralls soak up damage completely fine because enemy EHP scales massively faster than DPS.

    Do I agree that thralls could be better? Yes. Do I agree that his passive could make sense instead of just being a reference to eidolon shields? Yes. However, I do not agree with revenant not being decent. Revenant is a very good frame as is, and it is not out of the ordinary for a frame to have a useless ability, hell some of the most popular frames have one or even two useless abilities and they don't get nearly as much flak for it.

    • Like 1
  19. 3 hours ago, robbybe01234 said:

    See here your posing that every ability should be able to deal with:

    • heavy armored enemies that are past lvl 100

    Desert Storm can't handle them well, I agree.  It is a weapon designed around high base + crits + impact.  I'll say that any other weapon designed in such a way with have the same issues with these heavies.  Is that reason enough to change the design of the weapon to be able to due such things?  Then what about the next ability or weapon, why not just make them all so they are able to handle every enemy at every level?  Even levels that are past any relevant content you would need to do to acquire items in the game?

    This isn't me saying "don't buff him hes perfect" just pointing out that some ways things are designed may not allow them to handle a certain thing in the game as well as another weapon designed differently (status/hybrid).  I have certain expectations of a weapon built for crits and it is not to melt high scaled armor. 

    However,  If we want to talk about improving Storms ability to gain combo meter, I am right there with you.  That should improve its capability to bypass more armor without changing the core nature of it's crit+impact damage.

     

    Just a side note, let's say someone comes to you complaining that they aren't able to gain energy via Trinity while channeling Exalted Blade or that they can't hit this one dude from across the map with its energy wave, in the same way they could with a sniper weapon.  They then conclude that the ability is garbage tier because they expected it to do those two things.  What do you tell them?

     

    "See here your posing that every ability should be able to deal with:

    • heavy armored enemies that are past lvl 100"

    This is because, the fact of the matter at hand, every exalted ability can do so except Titania's diwata. But Titania has dex pixia so she doesn't need to worry. Not only that, but most weapons, period can also do the same far more efficiently than Baruuk.

    "I'll say that any other weapon designed in such a way with have the same issues with these heavies"

    This isn't necessarily true.

    For an exalted comparison: Valkyr's talons have insanely high attack speed, don't have damage falloff, and don't knock enemies away from the multihits. I'm not asking for a weapon that one shots heavy foes like Valkyr's talons or exalted blade, just one that kills them at a pace that isn't slower than it takes for me to grow old and have grandchildren.

    Crit heavy primaries have Hunter Munitions to get through armor.

    Crit heavy secondaries have really dumb damage per second and, more often than not, most secondaries have decent enough status chance nowaday because of the mods at their disposal. And secondaries with no way to do this are usually thrown to the side unless they offer immense utility.

    Crit heavy melee weapons usually have stance combos with guaranteed slash procs, making them not even care.

    Almost all crit heavy weapons, when built right, chew right through armor thanks to their mods. Exalted weapons don't have access to many of these mods, which means they need stat adjustments.

    Also, you will be doing levels past 100+ in arbitrations, due to ABCCCCCCCCCC etc.

    "However,  If we want to talk about improving Storms ability to gain combo meter, I am right there with you.  That should improve its capability to bypass more armor without changing the core nature of it's crit+impact damage."

    Thing is, without immense base damage (which Desert Storm do not have), this wouldn't help the weapon as much as you think it would simply because it doesn't have access to any of the acolyte mods that make the combo counter so desired on most melee weapons. All it would do is make it scale slightly better, yet all it would do in essence is not help vs heavies until  you've already been beating away at them for multitudes of seconds that much, but make killing squishies even better, which is toxic and unhealthy to this type of game when you consider farming.

    "Just a side note, let's say someone comes to you complaining that they aren't able to gain energy via Trinity while channeling Exalted Blade or that they can't hit this one dude from across the map with its energy wave, in the same way they could with a sniper weapon.  They then conclude that the ability is garbage tier because they expected it to do those two things.  What do you tell them?"

    This is a false equivalency. You are comparing something that is consistent with all or most channeled abilities (not being able to get energy while channeling an ability that drains energy and not being able to snipe someone with a melee weapon) with something that is inconsistent with most channeled abilities (taking extremely long to kill heavily armored foes). I tell them they should stop whining and just bullet jump over to the guy who is far away, or just switch back since exalted blade's animations are quick.  There is a difference between a weapon being immensely powerful in a certain radius with multiple counterplay opportunities to enemies outside of that radius, and a weapon being like hitting heavies with limp ramen no matter which way you break it.

    There is a reason why DE has been releasing more hybrid weapons and a reason why they have buffed dex pixia in such a way that they did. It's common knowledge that hybrid weapons are both build diverse and that they can handle heavy foes. It makes the game more fun to have weapons that scale.

     

    Baruuk doesn't get this leisure. He either has to suck it up and awkwardly slide attack for a gamble of "will they fly away or get hurt?" or just spend a ton of time switching to another weapon. Baruuk's exalted weapon is inconsistent not only with other exalted weapons, but also with most weapons period.

    • Like 1
  20. 3 hours ago, Namoiram70 said:

    A lot of people keep saying he's not good and doesn't do enough. I HIGHLY disagree. 

    He's stupidly tanky and I don't use ANY Health\Shield\Armor mods and I just can't fall using him. Like I survive better with him than I do with Inaros. 

    And his desert storm does sooo much AoE and damage it's crazy. It really is. 

    I'm talking about vs armored foes like Corrupted Heavy Gunners or Bombards. I mentioned in the OP that it happens over level 100, on heavy enemies. AKA it's harmful in arbitrations or armor enhancement sorties. Yet people still comment about it happening under level 100 on light foes.

     

    It's just not fun to have to spend 4 years switching to a gun if you wanna kill a corrupted heavy in any reasonable amount of time.

     

    Every single warframe ability with good AoE can mass kill squishy enemies, that's not something only baruuk has. There's revenant (who kills heavies efficiently, too), rhino, etc. But the thing that makes Baruuk's 4 clunky is that it just can't kill heavy foes quickly enough. The buffs I suggest won't make it better than exalted blade since it'll still deal half the damage while hitting much slower (and not being able to dip as easily into condition overload, etc.), but it would make it more usable vs heavily armored foes.

     

    To even start digging into these foes, you need 300%+ power strength. At that point, you're hurting your other abilities and any other warframe with aoe DPS with that much power strength will do what you're doing, but better.

     

    Specialization in abilities is supposed to make something far more powerful at the cost of weakening other ones. In Baruuk's case, it makes his exalted weapon just viable vs heavily armored foes and significantly cripples everything else, including his restraint per second.

  21. 1 minute ago, -Defeater- said:

    i gotta stop there man. you use what you want, but if youre telling me an ability that holds enemies in the air isnt similar to an ability that holds enemies in the air, i dont know what to tell you, maybe you havent played vauban yet and were too busy with this mediocre frame

    I guess Rhino's 4 is like vauban's 3 then, it suspends enemies in the air right?

     

    I'm not gonna get into a headache of an argument with you because I set up irrefutable, in-depth proof and you still hold on to whatever point you have. Also because I don't want to get angry over a simple video game.

  22. 39 minutes ago, MickThejaguar said:

    Why is that Berserker there? 

    The focus is on making the weapon as fast as possible to take advantage of its stats and of the stance's 300% damage bleed proc at the end of the rmb combo, while still maintaining favorable damage. The Okina + Spinning Dagger are already stupidly fast, so they actually do proc berserker at a decent rate. Once you get max revved, you shred enemies even quicker. It's very mobile and deals immense DPS. If you don't feel like revving, you can replace it with a 90% elemental. You'll get a bit less DPS, but you won't have to worry about upkeep.

    • Like 1
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