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Update 30.5: Yareli & Kompressa Feedback Megathread (Read First Post!)


[DE]CoreyOnline

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30 minutes ago, quxier said:

The topic is Unpinned. Does it mean that they don't care about it anymore?

The devs likely have all the "feedback" they need for now. It'll be the job of some poor shlub to collate it into bullet points, then it will languish in a file while they move on to more important stuff. With luck in 2-3 years, when it's Yareli's time to be primed, maybe they'll dust off that file and touch her up a bit. But I'm guessing for now she's had all the love she's going to get unless they find something game-breaking in the interim. Kind of a shame, I really like Yareli. She's great conceptually and has a nice theme/gimmick going. It's just the execution that's a bit "meh." Oh well. 🙄

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On 2021-08-16 at 3:09 AM, StarGeezerTim said:
On 2021-08-16 at 2:34 AM, quxier said:

The topic is Unpinned. Does it mean that they don't care about it anymore?

The devs likely have all the "feedback" they need for now. It'll be the job of some poor shlub to collate it into bullet points, then it will languish in a file while they move on to more important stuff.

Pretty much, yep. From the 20+ pages of feedback that is this thread, what did they come up with for their workshop?

6 hours ago, [DE]Rebecca said:

Yareli Stat Changes:
We’ve made some Stat changes to Yareli’s abilities as well. These are buffs across the board, and details are as follows: 

Sea Snares:
-Increase seek speed by about 60% and slightly increase bubble visibility to better register your casts. 


Aquablades:
-Increase range by just about 25%
-Increase damage and duration by 50%
 

RipTide:
Bigger is better. The bigger we Rip, the more enemies, the better scaling, and so on!
-Increase radius by 25%

The disregard is beyond palpable - it's a solid brick the size of a car.

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14 hours ago, Perfectly_Framed_Waifu said:

Pretty much, yep. From the 20+ pages of feedback that is this thread, what did they come up with for their workshop?

The disregard is beyond palpable - it's a solid brick the size of a car.

Why they didn't give Merulina an invulnerability period so that it could have scaling health is beyond me, it was one of the most common pieces of feedback. Saryn's Moult, Rhino's Iron Skin, Nezha's Warding Halo, Frost's Snow Globe all have scaling health, why is Merulina being excluded? 

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22 hours ago, (XBOX)ActualGeist said:

Why they didn't give Merulina an invulnerability period so that it could have scaling health is beyond me, it was one of the most common pieces of feedback. Saryn's Moult, Rhino's Iron Skin, Nezha's Warding Halo, Frost's Snow Globe all have scaling health, why is Merulina being excluded? 

Only explanation I can give is they've invented time travel and brought a dev back from 2014 or something. Why does Yareli's abilities refuse to skill with fitting ability stats?

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  • 3 weeks later...

Yareli is still getting straight stat buffs that don't even pretend to touch her core problems here's a free rework idea to make her actually. You know. Match her power fantasy of 'fast kiting threat that has a reason to move around and cover ground', presented with some fake patch-notes.

Sea Snares:

  • Will bounce off of walls at extreme angles, while continuing to seek enemies.
  • Will not seek enemies that are already Snared, and cannot trap those enemies.
  • Snared enemies are now considered to be Lifted.

Merulina:

  • Moving near Sea Snares and Snared enemies now adds them to Merulina's Wake, which drags them behind her in a line.
  • While you have an empty Sea Snare in your Wake, enemies that get run over by Merulina or cross the Wake will be Snared and dragged along.
  • Additionally, Snared enemies in your Wake are kept alive until their Sea Snare runs out, is dispelled, or Yareli is forced off of Merulina.
    • High-health enemies and high-duration Sea Snares move to be closer to Merulina in your Wake, while enemies queued to die and SeaSnares about to expire are moved to the end.

Merulina Fixes:

Aquablades:

  • Damage and duration reduced by 33%(A reversion of this patch's buff).
  • Hitting a Lifted enemy with all three Aquablades throws out a wave in its direction that does 750 damage and goes further with range.
    • This would mean approximately equal damage and higher range on Lifted enemies.

Riptide:

  • While on Merulina, casting Riptide also creates smaller Vortexes from each enemy and Sea Snare in her Wake.
  • The damage increase for additional enemies is shared between the main Riptide and these Vortexes - eg; If you have one enemy in your Wake's Vortex and one in the main Riptide, they'll both deal damage as if they had each captured two enemies.
    • Enemies can only take damage from one Vortex in a cast, though - grouping your entire Wake into a small area and casting Riptide on them will do the same damage as casting it with them spread out.



This would(in theory!) give Yareli a much more interesting and fitting playstyle, throwing out Sea Snares to drag enemies into your Wake, with Aquablades cutting them to pieces and leaving a further damaging trail behind her... and then using that trail of unfortunate enemies to massively buff up Riptide and hit a larger area with it.

 

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On 2021-09-11 at 2:10 PM, ChangelingRain said:

Yareli is still getting straight stat buffs that don't even pretend to touch her core problems here's a free rework idea to make her actually. You know. Match her power fantasy of 'fast kiting threat that has a reason to move around and cover ground', presented with some fake patch-notes.

Sea Snares:

  • Will bounce off of walls at extreme angles, while continuing to seek enemies.
  • Will not seek enemies that are already Snared, and cannot trap those enemies.
  • Snared enemies are now considered to be Lifted.

Merulina:

  • Moving near Sea Snares and Snared enemies now adds them to Merulina's Wake, which drags them behind her in a line.
  • While you have an empty Sea Snare in your Wake, enemies that get run over by Merulina or cross the Wake will be Snared and dragged along.
  • Additionally, Snared enemies in your Wake are kept alive until their Sea Snare runs out, is dispelled, or Yareli is forced off of Merulina.
    • High-health enemies and high-duration Sea Snares move to be closer to Merulina in your Wake, while enemies queued to die and SeaSnares about to expire are moved to the end.

Merulina Fixes:

Aquablades:

  • Damage and duration reduced by 33%(A reversion of this patch's buff).
  • Hitting a Lifted enemy with all three Aquablades throws out a wave in its direction that does 750 damage and goes further with range.
    • This would mean approximately equal damage and higher range on Lifted enemies.

Riptide:

  • While on Merulina, casting Riptide also creates smaller Vortexes from each enemy and Sea Snare in her Wake.
  • The damage increase for additional enemies is shared between the main Riptide and these Vortexes - eg; If you have one enemy in your Wake's Vortex and one in the main Riptide, they'll both deal damage as if they had each captured two enemies.
    • Enemies can only take damage from one Vortex in a cast, though - grouping your entire Wake into a small area and casting Riptide on them will do the same damage as casting it with them spread out.



This would(in theory!) give Yareli a much more interesting and fitting playstyle, throwing out Sea Snares to drag enemies into your Wake, with Aquablades cutting them to pieces and leaving a further damaging trail behind her... and then using that trail of unfortunate enemies to massively buff up Riptide and hit a larger area with it.

 

Just outstanding suggestions!  Even half of these would make for a much more interesting and engaging playstyle!

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If a full ability rework isn't possible, I think the final change Yareli needs is:

  • Make her 4 not animation lock you (at least while on her 2), so you can briefly shoot the gathered up enemies before they explode (or to apply status effects to them so her 4 can hit harder).
  • OR make her 4 combine all status effects on enemies gathered up, and apply them across all enemies before the explosion (or after the explosion if that's too strong).

Otherwise, her 4 is still quite pointless because all you can do is wait around for it to pull and push, with mediocre damage and no other effect.

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I compiled a massive list of a bunch of suggestions floating around in the Workshop thread that got randomly locked -_- added a few of y'all's recent ones as well, but I don't feel like plundering 20+ pages for suggestions that might be redundant to what I've already gathered 😅

 So what do we have as suggestions for each ability again, if we're practically unanimously in agreement that simple number buffs aren't enough for any of these abilities to shine? Note, this is just me recounting all of mine, and other player's, weaknesses and solutions observed/proposed for these abilities. Let me know if I've forgotten anyone's major problem-observations or solution-recommendations from this thread! I hope DE listens to at least one of us a bit! Shoring up one ability the right way can help other abilities work better and make her kit feel much more cohesive! I don't expect all of these to get implemented, I just want a grab bag of them implemented! Over 80 options to choose from, DE could just choose the best or the easiest to implement, we've already done a bunch of the brainstorming for them. I'd settle for them saying "After New War we'll review", but this silence is AGGRAVATING to me.

Passive

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Problems: Too unreliable due to how binary it is in its current state, and too-greatly shoehorns you into using secondaries at the expense of Primary and Melee weapons, some of the most enjoyed weapons in the game. Shoehorns you into using crit secondaries, when Yareli's signature/companion weapon is a status-secondary :/ DE it almost seems like you're artificially trying to make Merulina more attractive by making the currently-only-usable secondaries work on her, rather than making a more consistently useful playstyle-encouraging passive, or making Merulina worth using on her own.

Solutions:

  1. Give it a more generous ramp-up so that any movement is partially rewarded.
  2. Give it a decay (and or "stick" at the maximum bonus for an extra second or two) so that a brief interruption to movement isn't punished so harshly.
  3. Reward wider varieties of weapon usage by instead of making it +200% Crit chance based on the weapon's crit chance, making it add a flat 30% crit and status chance (value editable as needed)
  4. Apply the bonus to melee
  5. Apply the bonus to primary
  6. Apply the bonus to Yareli's Abilities (helps Merulina have indirect synergy with Yareli's other abilities)
  7. Have the passive's ramp-up rate accelerated, increase stick-time of the maxed-out buff before decaying, and slow the rate of decay, by fractions of a second per enemy affected by CC/Damage from other abilities.
  8. Have passive stick at max even while stationary for up to 3 seconds, or until the 1st full second of gunfire occurs (whichever comes first).

SeaSnares

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Problems: Compared to things like Condemn or Spellbind, range feels pitiful, number of targets per cast is capped at a ridiculously low quantity of 5 enemies max per cast, and the way they self-destruct on terrain when they "see" an enemy through said terrain is obnoxiously hostile-to-player design, and the amount of damage it deals doesn't make up for all of these shortcomings, and it has no other bonuses like Condemn or Spellbind do.

(Laundry list of possible cherry-pickable) Solutions:

  1. Don't make Seasnares pop upon contact with obstacles (REALLY IMPORTANT ONE). SeaSnares should only chase enemies that they can get to (accelerate more rapidly once a target is found, and pass through or slide around obstacles)
  2. Deal per-level damage, and/or better escalating damage, scale better with duration/strength/enemy-levels.
  3. Deal cold status procs for lingering CC after release
  4. Bubble enemies in a small AoE (so that each of the five bubbles can potentially capture an extra target or few, so that crowds don't require a million casts, but instead is approximately as useful at CC as Condemn/Spellbind. Provides synergy with Riptide)
  5. Have SeaSnares that accidentally hit already-bubbled enemies do bonus damage to the directly hit bubbled enemy, re-proc the AoE Snare for any un-bubbled enemies in the crowd, refreshing the duration of any other Snares in the AoE and re-triggering those bubbles to do an AoE snare as well (Kinda like Ensnare chains and re-procs when you use Whipclaw)
  6. Some users have suggested Slash/corrosive/Viral procs/damage added (but that just tells me we have a Slash/Viral meta problem persisting, that needs to be addressed, and I'd prefer per-level damage personally)
  7. Have proximate snares gravitate towards each other, and replicate damage to all enemies in the cluster (as with Zephyr's Tornados)
  8. Have SeaSnares re-seek enemies after their currently held enemy dies for the remainder of their duration (or seek out another SeaSnared enemy to refresh its duration and/or do bonus damage to them)
  9. Have killed SeaSnared enemies refresh the duration of and newly SeaSnare any enemies in a very short (moddable) range from the killed enemy (such as 5m)
  10. Have nearby SeaSnared enemies drift behind Yareli in Aquablade-slicing range.
  11. Allow us to hold-cast (for 50 energy) to cast 5 extra SeaSnares that continue traveling forward for a significantly greater distance, and retaining their full enemy-seeking range for the duration of their travel, in addition to the standard 5 that stop a short ways from Yareli.
  12. The bubbles expire on their own after a duration anyways, raise the cap of available lingering SeaSnare traps to 20.
  13. Sea Snares globules slowly gravitate towards the nearest enemy pathing  pathway if idling far above the ground, or over reset-pits
  14. Make Sea Snares' trap-mode detection radius scale with Ability Range.
  15. Be a non-Viral damage multiplier for external damage sources, such as about 20%-80% bonus damage (scalable with Strength modding?), aka non-AoE Molecular-Prime-lite.

Merulina

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Problems: hit-head-on-doors, clunky movement that could generously only be referred to as a sidegrade to Warframe mobility, non-competitive DR compared to other DR abilities, locks you out of melee and primary weaponry, doesn't allow Infused abilities to be used, energy used is wasted if you wish to dismount in order to use anything other than Yareli's abilities or secondary weapon.

Solutions:

  1. Enable K-Drive modding for customization and better scaling, and better story-gameplay linkage to the Vent Kids and K-Drive mechanics
  2. Make Yareli shrink and/or crouch more when riding Merulina (we have lots of fullbody or partial transformations in the game, and we even see finishers size-shift ourselves or our enemies, at least this would be intentionally implemented and wouldn't feel goofy).
  3. Make Merulina less slidey (when not participating in K-Drive races), make her more responsive and comparable to standard Warframe movement/mobility.
  4. Allow us to hold the jump or aim button to have Merulina float down more slowly, like standard Warframe aim-gliding.
  5. Increase the DR (or make it scale up to a higher cap with Ability Strength), and/or add additional evasion chance per speed of movement.
  6. Enable one-handed casts and as many abilities as possible from Merulina (if necessary, via auto-dismount-and-cast)
  7. Have Merulina restore its own health (and Yareli while riding Merulina) from damage done to/via Seasnared/Riptided enemies, and/or via Aquablade damage.
  8. Have longer invulnerability periods (and damage absorption mechanics) upon initial cast and mount (or re-mounting)
  9. Have longer invulnerability periods upon dismount
  10. Have a similar burst-of-fire or radial-blind-like or AoE damage/status effect similar to Warding Halo or Molt (etc) upon dismount or death of Merulina, or maybe dissolve into several SeaSnares and/or a few swipes of a brief Aquablade or mini-Riptide.
  11. Have Merulina function as a Resonator/Venari-like pseudo-companion when un-mounted (leading enemies to un-used SeaSnares) (more)
  12. Fix companions to still function while Merulina is in use, and have their associated mods (vacuum/animal-instinct) work reliably.
  13. Have trick-meter and/or points provide a useful functionality to Yareli, such as additional DR, healing, weapon/ability damage boosts, movement, etc. (Landing a trick restores health to Yareli and/or Merulina, and/or adds an armor bonus to Merulina and/or Yareli, as a percentage of trick score. Ideally, performing an equal or higher scoring trick would overwrite the existing armour bonus and duration, while a lower scoring one would partially refresh the armor timer.)
  14. Landing a trick applies a buff to Yareli and nearby allies with X meters/Affinity Range, such as Energy or Health regen effect, like Octavia's Inspiration buff, or other buff options (maybe such as movement speed and a weaker version of Yareli's passive).
  15. Have the melee button not only dismount you from Merulina, but automatically transition to a momentum-inheriting Air Attack with greater damage and reach.
  16. Allow Glaives to be used from Merulina, or allow a modified "air attack" with any weapon to be performed from Yareli, requiring the dismount to be performed via the ability button.
  17. Have damage being dealt to Merulina propogate to SeaSnared/Riptided enemies, or add to bonus damage for Aquablade
  18. Allow Merulina to benefit from modded survivability options (inherit from Yareli), such as Adaptation, Health/Armor, add a small amount of Shield to Merulina that can scale with modded shields on Yareli, armor/healing arcanes/abilities/etc should also benefit Merulina while Yareli is riding her (or while Merulina is in the range of the ability).
  19. Give Merulina better "Jellyfish" theming/aesthetics by having her be capable of triggering electric procs (via applicable K-Drive mods? SonicBoost and KineticFriction) and/or adding toxin and/or viral damage and status chance to certain K-Drive maneuvers outright (such as with the braking-tail-whip spin).
  20. Have Merulina provide added toxin (combining with Cold for Viral?) and/or viral damage and status chance to Yareli's other abilities.
  21. Have dismounting/dismissing Merulina with X% of health remaining on Merulina give X% of the casting-cost for Merulina back as energy to Yareli (to punish transitioning to non-Merulina gameplay less punishing of the initial investment in mounting Merulina)
  22. Introducing the option to have Toggle Aim on K-Drives and Merulina
  23. Have Merulina run over enemies, knocking them down and not slowing down Merulina's momentum (unless they're knockdown-resistant/immune or Heavy or Miniboss or Boss enemies).
  24. Since Yareli is restricted to K-Drive maneuvers, secondary weapon, and abilities on Merulina currently, it'd be ideal if some harder-to-hit enemies, airborne ones, could be swatted to the ground temporarily when Merulina (or Yareli riding her) clips them, briefly making them more targetable and exposed to Aquablades and gunplay (or a transition off of Merulina into a melee ground attack, if the player chooses and is quick enough).
  25. Have riding Merulina (or a charge-cast while riding her) summon spectral potential "Aqua-Rails", chaining some existing in-mission railways together, and creating some where nothing was in the first place (following basic/baseline/default enemy pathing routes?) so that Yareli can smoothly and reliably traverse tilesets with less aggravation than the current state of bonking-against-every-small-obstacle. I personally see it as being similar in implementation as the Sonic Riders Speed-Rails, particularly good examples shown in this video from 55 seconds in through 1:50. Obviously Warframe isn't a track-based racing game where grind-rails could/should go in spirals around the normal pathways, but any halfway continuous and smoothly arcing movements would be a boon/benefit to Yareli's passive, and would mitigate/offset/offer-an-alternative to frustrating default K-drive handling on normal tilesets.
  26. When Yareli is riding Merulina, have lethal damage to Yareli instead dismount and heal her, restoring a percentage either Yareli's total max health or Merulina's current remaining health (up to 50%?).
  27. Have Merulina "benefits/buffs" transfer/stack/persist on Yareli when she dismounts (Damage Reduction, Status/Damage immunity/resistance, knockdown resistance).
  28. Have Merulina's Dash cause Aquablades to rotate more chaotically in a fully spherical pattern around Yareli (moving fast enough to "blur" aka become partially transparent like a big see-through water bubble that doesn't impede visibility for Yareli), providing you an offensive incentive to utilize Merulina and her mobility options.
  29. Have riding Merulina through SeaSnared/Riptided enemies for the first time deal a percentage of their health as a small range (3m, moddable?) of AoE damage, and have the first pass-through also refresh SeaSnare durations. Have enemies killed in this way spawn a new SeaSnare.
  30. Allow Merulina to gather enemies and seasnared enemies and unspent seasnares in a "Wake" by running through them, providing synergy and reducing energy waste by helping pair unspent Seasnares with unsnared enemies, and also providing other synergies such as replicating Riptide/SeaSnare/Aquablade effects/damage to enemies in the Wake while active.

Merulina needs a lot of attention to make it worth using beyond just as a DR option, and to be used as a mobility option at all.

Aquablades

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Problems: Doesn't scale with range, DPS doesn't scale with enemy's escalating EHP past the early starchart, also bad at performing CC, design rewards being stationary adjacent to affected enemies instead of staying in motion, counter to her Passive and general Warframe gameplay for survivability. Has a dead-zone in the center.

Solutions:

  1. Have Range affect width of blades, not radius of ring (fixes dead zone in center of ability, adds minor scaling to overall radius, makes enemies more likely to be hit by the multiple large projectiles more consistently)
  2. Have per-level scaling or True Damage to do better DPS (or)
  3. Have Aquablades additionally apply Cold procs for better CC
  4. Have movement speed (up to a cap of Warframe sprint speed of 2.5 or 3 or something) drastically increase the rotation speed and rate-of-damage-tics of the blades to ensure they don't just mostly miss enemies between the travel time, but instead make it more likely to hit them multiple times
  5. Have Aquablades do more damage outright as speed increases (up to cap)
  6. Have explicit synergies with other abilities by doing significant bonus damage the first time/proc Aquablade hits a mid-SeaSnare/Riptided enemy (to encourage the hit-and-run gameplay, not stationary)
  7. Have (first-only) hit of a SeaSnared enemy with Aquablade re-proc an AoE SeaSnaring any enemies within a short range of the original SeaSnare (can exempt non-casted SeaSnares if too concerned about chaining it, but I think chaining it would be a neat way of getting more mileage per cast)
  8. Have (first-only) hit of a SeaSnared enemy send a bonus Aquablade (or several) lashing out to any other SeaSnares in the vicinity (hitting any enemies between) (DE's decision whether to let it chain or not, and whether it counts for non-casted SeaSnares, or only originally casted SeaSnares), or simply to a nearby enemy (or few)(maybe ragdolling in an AoE around impact?)
  9. Front-load more of the damage to enemies with the first hit (until 30 seconds pass) (to encourage hit-and-run instead of sit-and-wait tactics)
  10. Better vertical range (so as to hit animal enemies or knocked-over/ragdolled enemies)
  11. Deflect enemy projectiles/hitscan in the very vertically-narrow band of Aquablade's flight-path.
  12. Have Aquablades have no "dead zone" center. Could be visually represented by an aquatic/energy tether that circles around Yareli's feet or waist, etc
  13. Have Aquablades permanently strip a small percentage of health/shields/armor (such as 5%?) with the first hit to an enemy.
  14. Allow users to hold the ability button while it's active in order to deactivate it.
  15. Allow users to hold the ability button or re-tap it to perform a bonus effect, such as launching a single Aquablade, increasing RPM for a span of time, sucking enemies in with their "current", launching all blades and refreshing the duration, etc.
  16. Have deactivating Aquablades (or them expiring) cause them to fling out in a tighter spin (or straight arcs) to the nearest enemies (Shuriken mechanics) or in the path of your crosshairs, or in a spiral out from Yareli until they hit obstacles, following their initial trajectory.
  17. Have Aquablades divert or multiply-and-diverge to hit nearby SeaSnared or Riptided enemies.

Riptide

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Problem: Feels like a way-worse version of Vortex/Larva for CC, and feels way worse than a lot of DPS ultimates. Doesn't have to be the best version, but if the rest of her kit is weak, her ultimate should stand out more, and be more competitive. Should feel like a side-grade to Vortex/Larva, not inferior to them, as it currently feels regardless of any "napkin math".

Solutions:

  1. Deal Cold procs (or Viral/Corrosive/Slash)
  2. Bonus damage to SeaSnared enemies
  3. Refresh SeaSnare duration of sucked-in SeaSnared enemies
  4. Cause refreshed SeaSnares to have bonus DoT added per the quantity of enemies captured in the Riptide.
  5. Suck in un-spent SeaSnares to apply to un-SeaSnared enemies (and deal bonus splash damage to all Riptided enemies)
  6. Suck in SeaSnared enemies from much farther bonus distance away than non-SeaSnared enemies are gathered from. (Helps make Yareli not-as-urgently compete with teammates at targeting huge already-grouped up enemies specifically, makes it more universally useful, enables a hit-and-run attack by SeaSnaring enemies, gathering them up, and shooting past with the Aquablade)
  7. Per-level damage scaling
  8. Scatter enemies less (they still fall around everywhere, drastically encouraging wide-spread AoE weapon/ability use instead of being a practical grouping ability that allows someone to use punchthrough or shotguns or bullet hoses to effectively hit more enemies than miss)
  9. Add temporary weakness-magnification and/or vulnerability amplification and/or armor/shield reduction for duration of cast and short period of time after ability concludes.
  10. Allow at least Yareli's secondary to be usable during the cast (at least while on Merulina!)
  11. Have the "holds enemies in a sphere" portion of the ability last longer, so that Yareli can take advantage of the grouped enemies with Aquablades, Gunplay, or even Melee (as with Vortex/Larva).
  12. Have Riptide continue to suck enemies in continuously, or in "waves" (haha) beyond the initial cast impulse, based on modding duration.
  13. Allow Yareli's Riptide to be charged up at the expense of extra energy, for greater damage and/or range and/or duration (like Hydroid's 1/4, highlighting/previewing the area of effect of the cast as it grows)
  14. Allow Riptide to have a damage-stacking mechanic like Tornados, Antimatter, or Absorb, where damage and status procs are propagated to other enemies, or absorbed, multiplied, and released in the final burst as enemies are thrown to the ground.

Riptide feels like a slightly souped up Zephyr Airburst, but with a ridiculously greater energy cost overshadowing the lackluster grouping. It honestly feels like a worse version of Larva, considering it costs twice as much. And it does less damage/CC/grouping than Vortex does at the same cost. It doesn't feel like an Ultimate, so much as Yareli's ultimate let-down, after all of her other abilities also feel not worth the cast cost, or clunky in general.

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Add into the fact that you can't use other Helminthed abilities while on Merulina, coupled with the vacuum bug while on that jellyfish, instantly turns a vast majority of people off from playing her.

 

The whole argument of "can't do it because of animations" is a garbage argument. Create a generic handwaving casting animation for use with Helminth abilities and just let it play for the ability's cast time. 1 new animation creation solves this entire problem, then at least Yareli can be band-aided for awhile.

 

Her core issues of lacking synergy between her skills and non-scaling abilities (I refuse to call Riptide scaling, as it scales in the worst way possible and does one of the worst damage types in the entire game) also not getting addressed is disappointing. She NEEDS synergy. Yareli feels like a frame that was designed to just be a basic star chart mastery fodder meme frame. I thought by 2021 we've gone past this type of development.

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5 hours ago, (XBOX)TyeGoo said:

This thread belongs here: 

https://forums.warframe.com/forum/34-warframes/

Was it ever mentioned regarding shrinking Yareli on Merulina a bit in size? If hitboxes can be made smaller in this case, it'd help a lot regarding traversing certain sections of the game, especially older tilesets. 

Titania shrinks down visually and hitbox-wise (I assume) in her Razorwing form, and shifting sizes happens during lots of finisher animations against unusually sized opponents, so there's no reason Yareli couldn't be effectively or actually smaller when it comes to traversing on Merulina. No reason except DE not wanting to do anything but change a number in an excel spreadsheet, mostly, apparently. (With her dodge roll as an exception to that. It makes me wonder if they had it already half developed before scrapping it, and they finished and enabled it when everyone was rioting over how bad she felt)

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  • 1 month later...

My two main complaints about this update revolve around locking the Kompressa behind the Vent Kids content when K-Drive borders on unplayable for a lot of folks as it is and the fact that you wasted an entire ability on a vehicle that could have been treated the same as Venari for Khora: tied to her exclusively and thus able to utilise her unique mechanics on Merulina without forcing players into a mobility mode that's had a neverending flood of complaints since its inception, which have seemingly fallen upon deaf or uncaring ears. I really hope y'all quit trying to shove content down our throats before you've polished it up from its currently broken state.

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39 minutes ago, Aesthier said:

Additional suggestion:

If you purchase Yareli (or any other quest related Warframe) from the Market they should come with a quest completion token that you can use/activate to complete their associated codex quest with.

 

 

While we're on the Subject.... Now that Helminth Exists... Do the people who buy Yareli still get a Riven Mod for Completing The Quest or will they get another Yareli Blueprint 🤔 ?

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14 minutes ago, Lutesque said:

While we're on the Subject.... Now that Helminth Exists... Do the people who buy Yareli still get a Riven Mod for Completing The Quest or will they get another Yareli Blueprint 🤔 ?

No idea I am still looking at that annoying quest marker for her and have no plans on buying another of her.

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16 hours ago, Lutesque said:

To Even Her Out... It's the Same Story With Harrow And The Scourge.... Which Synergizes with The Knell 😝....

But Harrow can carry both Scourge and Knell..

If Yareli carries this pistol, it's all she gets and instead of synergizing, she's basically just ruined ^^;

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1 hour ago, Twin_Fawn said:

But Harrow can carry both Scourge and Knell..

If Yareli carries this pistol, it's all she gets and instead of synergizing, she's basically just ruined ^^;

I don't have Yareli or know which pistols you speak of so I guess il see what you mean in the far Future 👍 !!!

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4 minutes ago, Lutesque said:

I don't have Yareli or know which pistols you speak of so I guess il see what you mean in the far Future 👍 !!!

Then... why would you comment on it?  I don't mean to be rude, I'm just struggling to understand why you'd post about a frame and her signature weapons if you don't have any experience with them.

 

To clarify, the Kompressa released alongside Yareli, making it her signature gun.  It's a status weapon, and gains little to no benefit from Yareli's passive.  Yareli's passive adds critical chance to secondary weapons while you remain moving.  It's a powerful passive (about the only powerful thing Yareli has), but it doesn't synergize with her signature weapon.

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32 minutes ago, sunderthefirmament said:

Then... why would you comment on it?  I don't mean to be rude, I'm just struggling to understand why you'd post about a frame and her signature weapons if you don't have any experience with them

Was there something wrong with my Comment ? 🤔

33 minutes ago, sunderthefirmament said:

 

To clarify, the Kompressa released alongside Yareli, making it her signature gun.  It's a status weapon, and gains little to no benefit from Yareli's passive

Oh that thing.... 

I had no idea thst was Yareli's gun😛

Her passive is 200% Crit Chance right.... Which means it's 400% if you actually build it for Crit. All together that means the Kompressa has a 30% percent chance to Crit...

I don't know.... The Pencil Pushers would tell me that's a pretty significant DPS increase... I'm assuming that's the reason why DE decided that it was okay.... Somebody did the math and decided that 30% was ideal.... especially if you decide to slap on Arcane Avanger and make it a 75%....

Can Yareli take a Beating ? Is she self sustainable ? 

If so then just like Harrow it makes sense....

I mean that was the case for Gauss...he buffs Reload Speed and he's immune to Knockdowns so Naturally his Signature Guns have massive AoE's and painful Reload Times....

But like I said.... I know Didly Squat about her so I can't be sure...

 

 

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2 hours ago, Lutesque said:

Was there something wrong with my Comment ? 🤔

Oh that thing.... 

I had no idea thst was Yareli's gun😛

Her passive is 200% Crit Chance right.... Which means it's 400% if you actually build it for Crit. All together that means the Kompressa has a 30% percent chance to Crit...

I don't know.... The Pencil Pushers would tell me that's a pretty significant DPS increase... I'm assuming that's the reason why DE decided that it was okay.... Somebody did the math and decided that 30% was ideal.... especially if you decide to slap on Arcane Avanger and make it a 75%....

Can Yareli take a Beating ? Is she self sustainable ? 

If so then just like Harrow it makes sense....

I mean that was the case for Gauss...he buffs Reload Speed and he's immune to Knockdowns so Naturally his Signature Guns have massive AoE's and painful Reload Times....

But like I said.... I know Didly Squat about her so I can't be sure...

 

 

Kompressa: A 30% crit chance is a 24% damage boost @1.8x multiplier. Adding Avenger will bring 75% @1.8x which is a 60% damage boost. Keep in mind that in Warframe, this is exceptionally weak.

On the other extreme, using a Sporelacer / Haymaker / Splat will give you an UNMODDED crit of approximately 100% @ 3.3x multiplier while moving, making its damage before you even add any mods, Avenger or anything else go up to 330%

My weapon is currently up to 215% crit @ 9.1x. That's a guarantee of 1820% damage with a chance for 2730%. 

Since you can only choose one secondary, Yareli has virtually no reason to pick a weapon that doesn't compliment her passive and Kompressa is a really poor weapon to use with her, it's even more of a joke because it doesn't actually even have any added bonuses for Yareli. 

Choosing to use her signature weapon is like choosing to basically gut Yareli's most powerful feature ^^;

 

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8 hours ago, Twin_Fawn said:

Kompressa: A 30% crit chance is a 24% damage boost @1.8x multiplier. Adding Avenger will bring 75% @1.8x which is a 60% damage boost. Keep in mind that in Warframe, this is exceptionally weak

I own a Fusilai with a Riven... So yeah I'm well aware of the issue with the Stats....

8 hours ago, Twin_Fawn said:

Since you can only choose one secondary, Yareli has virtually no reason to pick a weapon that doesn't compliment her passive and Kompressa is a really poor weapon to use with her, it's even more of a joke because it doesn't actually even have any added bonuses for Yareli. 

Yeah I used to feel that way.... But I'm completely over Kitguns now... They're Ugly.... I couldn't care less how good they are.... Sometimes you just gotta say Screw it and go Pew Pew with the Zylok... It's actually alot of fun if you give it a chance.... 

Zylok.png

Pictured: Baby Sybaris ♥️ !!!

8 hours ago, Twin_Fawn said:

Choosing to use her signature weapon is like choosing to basically gut Yareli's most powerful feature ^^;

I could make that exact same argument for Harrow and Guass's Signature Weapons....

Is there actually any Warframe who's Signature Weapon is actually worth using for with the Warframe that comes with it ? 

You can literally just "Sporelancer" over all them if you really wanted to....

I wouldn't.... because.... again.... Kitguns are ugly....😱

 

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