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Base range on Xaku's abilities is ridiculously TOO LOW, and needs to be increased!

For example, not only does Grasp of Lohk only steal the weapons of enemies that are practically within melee range, but on top of that, the stolen armaments won't fire at enemies unless you are nearly within melee striking distance as well!  This feels really bad, especially when you consider that the enemies those weapons were stolen from are able to attack you with them from MUCH further away.  Something more like the 30m targeting range on sentinels' Assault Mode and Protea's Blaze Artillery would be much better.  TLDR:  Disarm range needs to be increased (I'd say at least doubled), and targeting range needs to be DRAMATICALLY increased to be at least in line with sentinel weapons.

Edited by (PS4)Knightfyre
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On 2020-09-10 at 1:05 PM, D1videdByZer0 said:

I do wonder if void damage can be improved even further by giving it a certain proc.

 

Void damage is a very special damage type. Giving it a special effect could increase the utility of Operators as well... idk maybe it can work like slag damage in Borderlands 2. So every stack of void proc would increase damage taken by all other sources by 10% or something (and the status effect lingers for quite a while).

Void damage has a proc, bullet attractor that makes it very powerful if DE would utilize it instead of nerfing it. Void procs have only 3s while other procs have 6s and void procs do not stack. since Xaku's Xata's whisper does not have synergy with the rest of his kit like Grasp of lokh or deny, its use is very minimal.

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what round 2 and higher need

This is after 7 formas in since we are holding count.

 

                                                                                                        Passive                                                                                                         

  • Xaku has a 25% chance to cause incoming enemy projectiles to harmlessly phase through themselves. Every time this passive is activated Xaku receives 25 energy.
  • The effectiveness of Xaku's damage to an Eidolon's shields is based on Xata's whispers damage %. For example 50% will only cause an Eidolon to take 50% of your overall damage to their shields.
  • Void procs are extended to 6s from the current 3s.

 

                                                                                                      Xata's Whisper                                                                                               

"Whispers from the Void infuse Xaku with untold power, by expending 25 Energy, to grant them a 17% / 23% / 23% / 26% VoidTearIcon bVoid damage bonus with a 100% chance to reset Sentients damage resistance on all equipped weapons, lasting for 20 / 30 / 30 / 35 seconds. "

  • Works with every weapon in game, including melee weapons projectiles and spawns. As well as Javelins pulse damage.
  • Has synergy with Grasp of lokh and The Lost's Deny.
  • When subsumed, does not grant damage to Eidolons and the proc last for the current 3s.
  • When subsumed, does not grant Void damage to other abilities on other warframes.
  • No longer damages Xaku or Allies that are in or near the void proc bubbles.
  • Proc bubble is relative to the size of the target. (on larger targets the bubble is often inside the body making it useless, making the bubble scale in size with the target removes that issue of ineffectiveness.)

Currently there is no damage bonus for this ability despite the tool tip, instead the % bonus only increases the duration of the Void proc "Bullet Atrractor".  This needs to be changed to an actual damage boost. Even if its only a damage increase to those affected by the void proc bubble the actual damage needs to be there not duration. This was tested with the Cynax, Pandero, Azima and Prisma Gorgon. Currently this ability only gives a magnetic bubble for 3 seconds and resets sentients resistances and nothing more.

The potential of Void damage against none sentient factions is huge in that the proc Bullet Attractor redirects all projectiles back to the targets affected by the proc. If the changes above are made this would boost not only Xaku's damage but survival as well, as targets effected by the proc wont be able to shoot Xaku nor their allies. With that comes the damage they inflict on themselves which seems to gain a punch through for double and triple damage per shot(excluding explosives which seem to only deal one tick of damage). this also effects targets that get too close to proced targets as they will also take damage from any projectiles caught with in Bullet Attractor.  The bonus damage will make those hits caught with in bullet attractor count as each buffed hit will get at least 2 ticks of damage.

The synergy will allow Xaku to truly "weild the power of the Void" as their Void guns that shoot Void beams will now have the option to utilize the void proc when ever players choose its needed. this can provide a potential 360`of protection with the 6s Void proc.  With the Lost, using Xata's whisper then using deny on a target will apply the Void proc on them while they are lifted. Combining this with Accused and then gaze will set a trap for enemies to be be aggroed into the radius of Gaze while dealing increased damage to the gaze target. This combo makes CC work well with Gaze instead of having to try and move gaze to the large group of targets..

                                                                                                          Grasp Of Lokh                                                                                            

  • AI tweak to stop guns from focusing on targets trapped in gaze or other trap like abilities i.e. Blood alter, Lantern.
  • Can damage targets that are banished to the rift. (Lore wise the rift is between the void and the normal plane, the void has no issue passing this threshold to reach the normal plane and affect it. There for it should have no issue when dealing with Limbos banished targets.).
  • No longer consumes energy if no guns are taken.
  • guns can be taken from corpses as well. (allies that kill your targets while you take your time calling the void leaves you with 1 or no guns and less health, also there are times where bug/lag comes in and you get nothing anyway.)
  • Increase gun's base range to 18m, affected by range mods. (this means with a maxed Stretch of 45% targets 26.1m away from Xaku are with in firing range regardless of obstacles.
  • Increase disarm base radius to 10m, affected by range mods.
  • Remove range mods affect to Gun count and cap disarm/gun count to 18.
  • Synergizes with Xata's Whisper gaining the % damage buff as well as the same % for the void proc chance. This will all be based on Strength.

 

                                                                                                         The Lost's Accuse                                                                                        

  • Enemies caught in Accuse give Linked armor or shields to Xaku, giving Xaku +20% bonus per each enemy at a cap of 600%.
  • That's 20% for 30 targets under accused for its duration or until they are killed.
  • Does not work on enemies caught in Gaze or with in the range of Gaze.
  • Each enemy killed removes one stack of the 20% defense bonus per affected enemy.
  • Damage abilities from warframes dont seem to affect Accused targets currently, this change would benefit from that. Though all weapons still kill targets and that's fine for dealing with hard to kill targets or trying to revive a squad member, pet, or protected target.

Just about every summons/possession abilities that other warframes have will have an additional function for EX:

Nidus: 9 Maggots that seek out nearby enemies to feast upon. Once enemies are detected, Maggots frenzy with increased movement speed and leap toward their prey to latch onto them. While attached to an enemy, each Maggot will continuously stun its target and inflict 10 Toxin damage per second until the target dies or Maggot expires. They can also give blast damage upon death reducing the targets accuracy should they survive.

Nekros: Shadows of enemies that summon additional units, like Drahk Masters, can summon Shadows of their respective minions. These can exceed the number of Shadows Nekros can normally summon, and will be reflected in the number on the ability icon. They also contribute extra damage reduction when  Shield of Shadows is equipped. Also Shadow copies have aggro, causing enemies to prioritize attacking copies over players.

Revenant: On death, thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Energy pillar continuously inflicts 250 / 500 / 750 / 1,000 Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of x meters, dealing 250 / 500 / 750 / 1,000 Impact damage with a 100% status chance. Enthrall costs no energy when used on an enemy stunned by Mesmer Skin. Reave steals shields and health 5 times more from thralls.Thralls killed by Danse Macabre leave behind pickups that grant 50 Over shields for Revenant and his allies.Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers.

NYX: The mind-controlled target is immune to damage from all sources, but is still susceptible to negative Status Effects. During Mind Control, all damage dealt by Nyx and her allies on the target will be stored and inflicted in full once the ability ends. Damage dealt by enemies on the target is only nullified and not stored. The damage bonus percentage from converted damage is displayed in the HUD beside Nyx's shield and health indicators.

XAKU: Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over unrestricted range. Up to 5 / 6 / 7 / 8 enemies within 5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for 4 / 8 / 12 / 16 seconds, stunning them in place then causing them to fight for Xaku and turn on their former allies.

0 synergy with other abilities, no secondary effects from possession, no boost to the possessed abilities. why waste energy on this when you can use radiation?

                                                                                                             The Lost's Deny                                                                                       

  • Enemies lifted by deny have a void hole pulled open over their heads by the arboriforms tendrils, similar to the ones Xaku has over its body, coming from inside the hole. "Through the power of the void" for the duration of being lifted by deny , enemies will lose one level every 3 seconds and give Xaku energy based on the remaining level.  For example: a level 100 bombard will drop to lvl 99 and give 99 energy to Xaku, 3 seconds later it will drop to lvl 98 and give 98 energy to xaku.
  • Deny can only continue to give energy to Xaku while the target is alive and lifted.
  • Energy received and enemy level are not affected by mods.
  • Multiple Xakus can not Deny the same targets.
  • Deny works on Invulnerable targets i.e. Gaze and ect.
  • Allies can kill lifted targets but cannot receive energy from Deny.
  • Operators and Necromechs do not receive energy from Deny.
  • Deny will not work on Accused targets but Accuse and Gaze will work on Denied targets
  • Synergizes with Xata's Whisper gaining the % damage buff as well as the same % for the void proc chance. This will all be based on Strength..
  • To be clear, the level drop of affected targets is permanent, which also affects their offensive and defensive stats. The longer the duration the lower the level can potentially be with a lower energy return for the duration.

This Denies the targets of their strength and feeds it to the void which in return the Void gives energy based on the remaining payment to Xaku.

                                                                                                             Gaze                                                                                                        

  • Overlapping Gaze will always have the stronger one in effect, Ex; you cast a 90% then a 75%, the 90% will be dominate where ever the lower % over laps.
  • Targets trapped in gaze are also affected by the debuff upon the release of the ability when taking the accumulated damage. be that multiplier or extended effect on the target.
  • Extend base radius to 30m, change the cap to 1 enemy per cast. (this brings the radius with a maxed stretch mod of 45% to 43.5m just a bit better than the Rift)
  • When targeting a new enemy with Gaze the previous one is released, the target can still be released as normal as well.

                                                                                                    The Vast Un-Time                                                                                             

  • Xaku has the same starting animation with its parts being forced out by Void tethered arboriform but, instead of flying off they stay suspended around Xaku's exposed Skeleton attached only by those tethered tendrils.
  • When entering The Vast Un-Time Xaku releases an initial wave of void energy, enemies within direct line of sight and 10 / 15 / 20 / 25 meters of Xaku receive 600 / 800 / 1,000 / 1,200 VoidTearIcon bVoid damage from the blast; affected enemies also suffer 50% VoidTearIcon bVoid damage vulnerability and 10% / 15% / 20% / 25% reduced action speed while the ability remains active. Reduced speed is capped at 100%.
  • While in the The Vast Un-Time when Xaku takes melee damage they release a Void pulse that pushes back enemies and slows them.
  • Xaku gains a Void aura similar to the Necromechs Storm Shroud with out the electricity, once they enter The Vast Un-Time.
  • Once Xaku enters The Vast Un-Time they gain 3x their current max energy, this being the collective energy of all 3 warframes at once. (after mods, with a max ranked primed flow this will be 1,950E)
  • While in the Vast Un-Time Xaku's health no longer takes damage and instead all damage in redirected to their Vast energy pool.
  • 100% of Xakus damage is redirected to their energy pool while in The Vast Un-Time, this can be mitigated by using accused or armor mods.
  • While in The Vast Un-Time Xaku drains 10E per/s. This cannot be mitigated with Deny, Limbo's Rift, Trinity's Energy Vampire nor Energy Restores and ect. But can be slowed with energy orbs like other channeled abilities.
  • Rage/Hunter adrenaline mods do not work while in The Vast Un-Time.
  • Drain is effected by mods such as streamline and continuity.
  • Xaku will exit The Vast Un-Time once their Energy is depleted or they use the 4th ability again to reform.
  • Once Xaku exits The Vast Un-Time their energy pool will return to their original max stats. If their energy is lower than their original max stat or depleted it will remain once they reform until replenished.
  • While in The Vast Un-Time Xaku is vulnerable to magnetic damage, Nullifiers and Eximus units. Magnetic damage can forcibly exit Xaku from The Vast Un-Time state due to removing Xaku's energy. Nullifiers can forcibly exit Xaku from The Vast Un-Time when in contact with their bubble. Eximus units can eat away at Xakus energy to quickly force Xaku to exit from The Vast Un-Time.
  • Xaku has NO timer during The Vast Un-Time.

                                                                                                  Recommended Mods                                                                                        

  • Primed Streamline/Streamline
  • Auger mod set
  • Primed Continuity /Continuity
  • Fleeting Expertise
  • Primed flow/flow
  • Adaptation
  • Stand united
  • Energy siphon
  • Health conversion
  • Equilibrium
  • Armored Agility
  • Steel Fiber
  • Gladiator set
  • Umbra Set
  • Endurance Drift
  • Adrenaline boost(conclave)
  • Preparation
  • Follow through (conclave)
  • Rolling Guard

 

Edited by (PS4)Grand_Sheba
Grammer police
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5 hours ago, Padre_Akais said:

Right now, this frame is so wonky that players couldn't find room to fit an augment in the builds even if you introduced one. 

Xata's Scream (Xata's Whisper): Damage increase is halved. Xata's Whisper instead adds True damage.

Larceny of Lohk (Grasp of Lohk): Increases the Fire Rate of stolen guns by 10x. Changes damage type to True Damage.

The Found (The Lost): All three abilities of The Lost are merged into one. Create a Void Fissure that continually fires beams at enemies. Enemies that survive are turned into Corrupted units that fight for you that deal True damage. 

The Shallow Time (The Vast Untime): Vast Untime instead steals nearby enemy defenses, increasing max health, armor, and shields. Evasion passive is disabled, and speed increase is removed. Animation is changed to have enemy armor plates glue onto Xaku.

Okay, I guarantee DE would probably never put these in (and if you do, DM me, DE, I have lots of other ideas). But yeah, I totally agree with you that mod space on Xaku, even after these changes, are at a premium.

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Great changes! However Xaku should just have straight DR for everything (not just AoE explosions) instead of dodge chance for his passive and 4. Survivability should be reliable and not based on RNG when it comes to abilities.

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Here is why we are not changing Accuse or Gaze yet.
 
A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

...What? If I have to build a frame, in this case, Xaku, who already has a pretty good resource and time cost, then spend even more time and now forma to make just ONE ability good in SOME mission types, that ability has failed and needs a change. At that point, it's just likely that other frames with less time and resource commitments are just much better then Xaku as a whole for those mission types, and not for just one ability, but likely their whole kit. I fail to see this backwards way of thinking as good, and implore you too reconsider. The "for now" in the quote makes me hopeful, but I will not hold my breath.

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I think that the buff here is a good thing, but he still need more than that to be even viable in normal mode. 

Here's my thoughts on how I'd buff him :

Xata's whisper : Make it so that you can also cast this onto your ally (not really much but I think I can make this ability have more impact with other buffs I'm about to give them) 

Grasp of Lok : Just increasing the range of this thing along with this batch of buff should be good. 

The Lost : ALL of them need more or double the range but I'll go into some specific detail

- Deny : I think that Pablo already addressed that single target DPS ability have no place in the game, so why is this a thing, no the punch through doesn't make a difference. Maybe increase the width of the beam to around the level of the Opticor and make it deal % base damage should help a little bit. 

- Accuse : More range and a lingering effect. 

- Gaze : Just more range should do. 

Vast Untime : I think the buff you're about to give them is extremely interesting, but making a duration base ability with only a burst of void damage increase only to the initial enemies is rather counter intuitive, so, make it so that their pieces flies around them dealing damage and applying damage vulnerability to enemies for the duration of the ability. That would turned Xata's Whisper something to augment their power rather than just a damage buff so only a few enemies that go hit during the initial blast. 

That's about what I can think of right now, and thank you for coming to my Ted talk. 

 

Edited by Bendd
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I think it would be super cool if, while Xaku's 4 is active, the pieces of the body that flew off occasionally re-attach, so he is slowly rebuilding himself over its duration. Since it can't end early now.

 

The visual effects on his 4 are kind of gross to me, and with the changes he will likely be in that form often. It'd be nice if there was some more visual appeal for the sake of fashion frame. Someone else mentioned a "Void energy" silhouette and I think that would be really cool as well. 

Edited by Oobachoo
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On 2020-09-10 at 12:14 PM, Teratus said:

Changes do sound quite good, but I feel xata's whisper should be buffed. If you compare it to Toxic Lash, it is so weak. It should at least be castable while reloading and be 30% damage increase. It doesn't have to be as powerful, since it costs half the amount of energy, but right now it's too weak, even if you "buff" void damage in general. 

To be fair it is a 1 ability. Usually to make use of 1 abilities you need an augment mod which would slot into and take up a mod slot. Its cost is low, its duration is long, so this simple buff to void damage makes it a "yeah I have the energy to cast it" option. Though I still wish the 2 worked with it.

Edited by Oobachoo
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On 2020-09-11 at 3:05 AM, D1videdByZer0 said:

idk maybe it can work like slag damage in Borderlands 2. So every stack of void proc would increase damage taken by all other sources by 10% or something (and the status effect lingers for quite a while).

Soooooo....exactly how viral procs work now?

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2 hours ago, SuperSmog said:

Great changes! However Xaku should just have straight DR for everything (not just AoE explosions) instead of dodge chance for his passive and 4. Survivability should be reliable and not based on RNG when it comes to abilities.

I disagree. I find that adaptation + Xaku's evasion is pretty darn tanky. I don't know why we need another layer of DR when adaptation already gives 90%. Considering you're receiving half as many hits this reduces sustained DPS onto Xaku by 50% and isn't affected by diminishing returns of DR.

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1 hour ago, Oobachoo said:

I think it would be super cool if, while Xaku's 4 is active, the pieces of the body that flew off occasionally re-attach, so he is slowly rebuilding himself over its duration. Since it can't end early now.

That is a really cool idea.

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Here is how we are changing Xata’s Whisper:
 

  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
    • ... It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.

First off, thank you for finally making Void damage not suck.

But, why would Eidolons and Amalgams maintain their resistance to Void? Lore literally says the Void is poisonous to them, yet they're resistant to it? How does that make any sense?

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I'm not very happy that only people with 6 forma evaluations have been taken into account. 

I'm 2 forma into Xaku, this frame is not viable for proper usage. 

Edit: Keep in mind, Xaku's Gaze is not overpowered or powerful unless you have over 200% power strength. 

Edited by (PS4)Briginds
Forgot to include segment t.
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"Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 

  • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. "

 

Consider making Vast Untime Channeled instead of Duration with these changes; now, hear me out on this. The reason why I say that is Xaku requires all stats to be good; they need high strength, INCREDIBLY high range and high duration; if Vast Untime was changed to Channel, then you could build for high range, efficiency and strength with negative duration to keep its energy drain low; this would solve some of the problems of low base scaling on abilities while also fixing the "Unable to recast 4 to weaken enemies" since you can use it, cancel it, use it, to weaken new enemies. With Vast Untime freezing all other Xaku duration Abilities (Subsume exvluded) that would make for a very unique synergy that no other frame has.

 

As they're set up to be 'buffed' right now, I can't really see any of these changes making a large enough impact on their kit since the base issues have not yet been addressed, namely low ability stats with low scaling because of it.

Edited by Prince_El-Ahrairah
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2 hours ago, Camelslayer said:

First off, thank you for finally making Void damage not suck.

But, why would Eidolons and Amalgams maintain their resistance to Void? Lore literally says the Void is poisonous to them, yet they're resistant to it? How does that make any sense?

Amalgams actually are resistant to Void. I'm sure you've heard the Ropalolyst dialogue a thousand times, but it says so there, that Amalgams were meant to 'cure' Sentients' crippling Void weakness.

As for Eidolons, that's presumably just a balancing choice for now given that certain Warframe builds (like, say, Volt with Xata's Whisper) would be able to just win the entire fight without bothering to use the Operator at all, and the Eidolon fight is already so full of balancing issues they don't want to add another.

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4 minutes ago, BladeOfThePoet said:

Hooray for the changes! 

Among these is there any chance y'all could fix Xaku's idle with guns? Their left arm controller overextends a lot when using any firearm that uses both hands. 

Got any screenshots or video? Post that in bug reports, it could help them understand what you mean.

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Nice to see these changes, certainly a step in the right direction.

Though, I can't help but to feel this part is missing the mark by quite a lot:

On 2020-09-10 at 9:30 PM, [DE]Danielle said:

Here is why we are not changing Accuse or Gaze yet.
 
A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

Accuse is also untouched for this round, but first thing on our list for next round would be allowing Accuse to be re-cast, but we are awaiting that decision based on how this Round goes.

This is Warframe after all. Even that Mk1-Braton we pick up during the tutorial can be easily made sortiewortie with enough formas and the right build, so a frame or any piece of gear having acceptable performance after 6 formas should pretty much be a given. I cleared most of steel path with non-prime Burston and a riven-less Ether Sword, just because I was bored and had formas to spare. Doesn't make it much of an achievement, that's just how the game works. Saying "it works fine after 6 formas" is like saying "sky is blue"... Well it should be blue, it would be a serious problem if it's not!

The issue is not Xaku's performance once minmaxed, the issue is its performance when not.

When it comes to base stats of abilities, every other frame in the game is more or less "serviceable" in one or two aspect and only needs its other stats speced into in order to make it viable. This allows people who're not into minmaxing to opt for "subpar but still functional" builds that spare a few mod slots for convenience mods (elemental bulletjump, cast speed, mobility, etc). Base stats of Xaku on the other hand is so restrictive across the board that the "subpar" variants of its builds aren't all that "functional" and in order to get the frame to actually work, pushing it towards a minmaxed build becomes almost mandatory, i.e. players have to choose between a build that works but feels extremely sluggish and generic, or a build that feels responsive, fluid and interesting but has underwhelming performance - and while lowered impact is pretty much expected and accepted when opting for any non-minmaxed build, Xaku is currently the only frame in the game struggling with this to such an extreme.

For comparison, here are three of my usual "everyday" builds that I've regularly played in every tier of content:

nuYNXch.png GtDqmdr.png ZN1CtmP.png BbyugVn.png

I've done 1 hour solo arbitration runs rather comfortably on all four of these builds, and I'd say they perform more or less on the same level in that tier of content, but it just takes one quick glance to notice the builds on the three other frames have a few major differences compared to Xaku:

  • All of those builds have an elemental bulletjump mod on, except Xaku 
  • All of those builds have at least two convenience mods on, except Xaku
  • All of those builds feel flexible, responsive and are fun to play, except Xaku
  • All of those builds are "personalized" to my own specific playstyle, except Xaku

    and most importantly:
  • All of those builds have at least two stats still sitting at or around 100% without any trouble, except Xaku

I do have a minmaxed "endgame" build for the other three frames, but I hardly ever feel the need to use it cause base stats of those frames allow enough leeway that even a questionable casual build like those get the job done well enough, and I do have another build for Xaku that's more personalized and actually fun to play, but it underperforms even in starchart-tier content so that build is more of a fashion piece, and I don't really bother relying on its abilities for impact and would never take it on any late/endgame runs.

So Xaku needing 6 formas is not a justification to the problem, it is the problem. Extremely restrictive base stats means no room for build variety, to the point where once Xaku gets augment mods, even fitting those into the build without making some other ability take a hit is going to be a hassle. Meanwhile, you can easily spend half the mod slots on other frames on silly Peculiar mods and whatnot without feeling much of a hit to their mid/lategame performance.

Edited by aerelm
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If the change to the 4 means you basically want to use it as often as possible, maybe there should be a passive benefit to not having it up (a.k.a. a reason to not just strip Xaku naked all the time, I wanna see my cosmetics)

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waiting for the changes
the truth is i didn't wanted to get mad at xaku's changes so i never leveled my Xaku (still rank 0 since release) waiting for all the potential buff and nerf to be applied before using it for the first time, i only applied fashions modifications.

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I just want to put this out there. Xata's Whisper is effectively similar to Roar, however it is void damage only. Both of these abilities can be subsumed. The void status effect is more often than not, a hindrance rather than a bonus. If the %bonus of this ability is lower than Roar (the helminth nerf version of the ability) it will never see any *serious* helminth infusion use. 

 

 

N7

Edited by NumberSevin
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4 hours ago, Leqesai said:

I disagree. I find that adaptation + Xaku's evasion is pretty darn tanky. I don't know why we need another layer of DR when adaptation already gives 90%. Considering you're receiving half as many hits this reduces sustained DPS onto Xaku by 50% and isn't affected by diminishing returns of DR.

"pretty darn tanky" LOL

dont make laugh ! u cant build resistance from adaptation properly by evasion.

just try doing 1 hour solo steel path MOT. tell me how many times u die.

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