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80+ potential options to improve Yareli


Grav_Starstrider

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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 I saw in Yareli's feedback megathread (that DE hasn't commented in at all) 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.
  31. Have Merulina increase the cap on Yareli's passive.

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
 

Spoiler

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.

 

Tenno, please let me know if I've missed any other glaring problems with how Yareli currently feels to play, and/or any additional unique solutions/additions to her kit to make her more viable and fun across a variety of levels and mission types.

DE, please consider either implementing some of the easiest options present ASAP (so that your newest Warframe isn't a terrible option to play with for New War, and in general for the entire time leading up to it), or at least let us know that you plan on implementing some more comprehensive fixes to her kit after New War drops. Not fixing her, and not talking about when you'll do so, imo, is kinda unacceptable.

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My primary issue is with Merulina. I don't mind the controls so much as the downgrade format it put Yareli in.

Normally you can only use the K-drive in the open world maps because it was design for them. It was not designed for the tiny corpus rooms or the clunky Grineer ships, etc.

Also, despite it being the primary aspect of her character, Merulina isn't actually needed for her at all. I replaced it with Fire Walker because it gave me a much better incentive to keep moving while maintaining normal movement and with no weapon limitations.

There is also no benefit to keeping 
Merulina. Her passive nor her abilities have ANY bonuses when she is riding Merulina. Maybe the passive could be a higher bonus when she's riding it and the other abilities have bonus effect when cast while riding it. As it stands right now it feels like more of a hinderance to use Merulina than to actually avoid it all together.

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2 hours ago, PurpsJL said:

As it stands right now it feels like more of a hinderance to use Merulina than to actually avoid it all together.

They're definitely not going to remove the K Drive ability from the K Drive frame though, which is why I'm in favor of giving Merulina drastically improved functionality than she currently offers.

2 hours ago, PurpsJL said:

It was not designed for the tiny corpus rooms or the clunky Grineer ships, etc.

This is why I've also included another player's suggestion of summoning grind rails for Yareli to utilize.

But I'd be just as happy with them polishing up the rest of her kit and leaving Merulina as the "obvious" choice to Helminth-overwrite without regret, for those that hate K-Drives.

Either or both. Right now she definitely feels sad to play though. I'll add your recommendation of Merulina augmenting Yareli's passive to the list!

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7 minutes ago, Grav_Starstrider said:

They're not going to remove the K Drive ability from the K Drive frame though, which is why I'm in favor of giving Merulina drastically improved functionality than she offers.

But I'd be just as happy with them polishing up the rest of her kit and leaving Merulina as the "obvious" choice to Helminth-overwrite without regret, for those that hate K-Drives.

Either or both. Right now she feels sad to play though. I'll add your recommendation of Merulina augmenting Yareli's passive to the list!

Outside of the obvious changes that I do think need to be buffed on Yarlei as is, I think the keeping the current values of her abilities as a base and then adding either higher values or bonus effects when riding Merulina needs to be an idea. Like have aqua blades have a larger radius when riding, etc. Give players the idea that there is more to gain when riding Merulina then just damage reduction. With how overpowered melee still is in the game or how important a Primary weapon can be to some players many don't want to drop access to that weapon so they need to know that choosing to ride Merulina has at least a decently even trade-off.

I'm not saying get rid of Merulina, I'm just saying that DE needs to add a larger incentive to the player for wanting to ride it versus what the player loses when they do.

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5 minutes ago, PurpsJL said:

I'm not saying get rid of Merulina, I'm just saying that DE needs to add a larger incentive to the player for wanting to ride it versus what the player loses when they do.

Oh true. I think I've been being allergic to the thought of suggesting too many explicit synergies because we don't want a repeat of Saryn's Spore turret strategy, and I also like abilities to be worthwhile on their own. But I'll add recommendations like explicit improvements to other abilities while riding Merulina.

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3 hours ago, Hypernaut1 said:

It tanks damage. 

Yes but Yarlei isn't a tank. Not by the standard that other frames can match.

Okay so it tanks damage. However none of the abilities have a benefit or bonus while riding it and you lose access to both your primary and melee weapons. You also have to deal with K-drive controls in maps that aren't designed for the K-drive to be use.

As it stands right now there are more cons to this ability than pros. That's what DE need to figure out how to balance. Making riding Merulina a worthwhile trade for what you'd be losing to ride it. the 75% damage reduction is nice but doesn't match what you lose to get it.

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1 hour ago, PurpsJL said:

Yes but Yarlei isn't a tank. Not by the standard that other frames can match.

Okay so it tanks damage. However none of the abilities have a benefit or bonus while riding it and you lose access to both your primary and melee weapons. You also have to deal with K-drive controls in maps that aren't designed for the K-drive to be use.

As it stands right now there are more cons to this ability than pros. That's what DE need to figure out how to balance. Making riding Merulina a worthwhile trade for what you'd be losing to ride it. the 75% damage reduction is nice but doesn't match what you lose to get it.

Would be nice to have some benefits, but I don't want to feel like I'm missing out by NOT using merulina. Then it would feel forced. As it is, I use merulina to soak up some damage and for mobility in some sections. 

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Honestly, at this point my only gripe for Yareli is that I have to try to k-drive indoors to benefit from damage mitigation.
Otherwise I quite enjoy using her.

For me, I think the simplest and least resource-intensive fix is to just add a tap/hold function to Merulina. Tap and Yareli wears it as a shroud, hold and she uses it for a k-drive. Perform any dismount action in k-drive mode and revert back to the shroud. We have plenty of frames with a defensive state you can't turn off until it runs its course, and that's perfectly acceptable as there's no benefit to doing so. Change nothing else about the power or its facility, just give us a choice of when to use the k-drive motion and I guarantee I will switch it off for tight areas of the map and switch it on to zoom along stretches. Right now I have to stop/start/stop/start/bang into doorframes/stop/start/get caught on a four inch high bit of scenery, die, die, die again because I switched off 2 to get down a corridor... it's just not fun, which sucks as Yareli on her own is fun to play as a horrible little drowner.
I even gave her Grendel's crouching animation so she scrambles about like a goblin. I dig the frame, just give me a choice in the movement without exposing me to certain death. As it stands I am probs gonna helminth her 2 out for survivability.

The bit of extra motion with her new dash is excellent and honestly wouldn't go amiss being added into the regular kdrive play, but it doesn't *fix* the problem of indoor k-driving, it just gives us maybe a few extra yards before we clatter into something near-invisible.

Anyone got a link for the megathread? Wouldn't mind repeating this in there. Not convinced it will land anywhere useful, but it's worth a go eh ;)

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  • 2 weeks later...

If I'm being honest, I don't think Yareli really needs much changed on her base kit. I think the first priority with Yareli is DE needs to just dedicate an entire patch to fixing her many, many bugs and quirks (like doors not opening fast enough for her, or hitting her head on doorways, etc.) There are so many little bugs and quirks with Yareli that she is starting to make League of Legends look like a well polished game.

Aside from that, the only things I think Yareli's base kit needs are as follows:

  • Her Passive requires a slight QoL change that allows it to linger for a second or 2 after she stops moving.
  • Sea Snares need to apply something, Cold Procs, damage amp, or even have them spread in some regard. Anything that makes them not useless.
  • Merulina just needs to be given ranks and mod compatibility of any kind. Obvious choice is K-Drive mods but I thought it would be neat to allow for some companion mods as well, could be neat.
  • Aquablades need to just have larger hitboxes to make damage more consistent as well as the major bug fix where they are unable to hit any ragdolled enemies, including ones that are lifted through things like Vauban's vortex or Nezha's spears.
  • Riptide needs allow both the number of damage ticks and the damage increase per enemy to scale with ability duration and ability strength respectively.

And that's all she really needs to be more consistent and more viable in my opinion. This wouldn't make her the best frame in the game but she doesn't need to be, she fits a nice niche right now and I think it'd be wrong to take that away and shove her into a classic tank, dps, or support role. Right now she is a great solo frame, especially since new players can get her relatively early on. I do, however, understand that she should be more viable in high level content as well. The above changes would make her usable in high level but there are of course, frames that just do specific things better and so to make her strong enough to be considered for end-game content here are some changes that I think would do that without being to dramatic or over-powered.

  • Passive
    • Have it scale with her current speed, the faster you move, the larger the bonus. The current bonus would also linger after she slows down/stops and then would slowly decay down to match what it should be at. This essentially allows her to be moving around and then letting her pause for a moment to line up a shot or aim down sights for a moment and still benefit from the full bonus.
  • Sea Snares would actually be fine with the above change but having all of the listed options would make them much stronger (potentially too much so). I personally "sea" (haha funny pun) them as the ability you swap for something else. Also, removing the destruction on terrain collision is also important.
  • Merulina
    • Allow all Helminth abilities to be useable while riding. I know the excuse from DE is they would need to make a ton of unique animations for her to do that but she already has a bunch of broken animations and actions she can take on Merulina without any animations. Also, they could just create 1 generic animation that she uses for all Helminth abilities.
    • Lower the base DR but allow it to scale with ability strength, pretty straight forward here, makes the damage reduction more relevant.
    • On top of fixing various bugs and quirks related to K-Drive collision, Yareli should be given a smaller collision hitbox while riding Merulina (this just saves them from having to redo all the meshes on every tileset.)
  • Aquablades
    • Increase status damage or do more damage based on the number of statuses on the enemy.
    • Add extra burst of cold damage if enemies are hit by all blades in a single interval applying cold status.
    • Increase rotation speed and/or allow rotation speed to scale with ability strength.
  • Riptide
    • Increase the base range and spread all current statuses to all enemies trapped in the torrent.

Some of those things could potentially come in the form of augment mods or just be changes to the base kit. But finally, since she currently has no augment mods, here are some possible options that I think would just be kinda cool to have.

  • Passive Augments
    • Change the critical chance bonus from a additive bonus and instead make it add a flat amount to the base critical chance (thus increasing the bonus gained from mods)
    • Change the critical chance bonus to critical damage bonus, fairly straight forward here.
  • Sea Snares Augments
    • Many more globules per cast at the cost of not doing damage (something like 15 per cast) with greatly increased seeking range and speed.
    • Remove the cap on the number of lingering globules.
  • I can't really think of any augments for Merulina so onto the next!
  • Aquablades Augments
    • Reduced base damage by about 25% but have 6 blades instead of 3.
  • Riptide Augments
    • Shred armor of enemies inversely scaling with distance from the center of the cast. (ie. enemies that are closer lose more armor than enemies who are further away)
    • Remove final burst damage and explosion/knockback, increase pull strength and duration.
    • Give enemies a chance to be disarmed

Well, that's my thoughts on her. I personally love Yareli as she is a lot of fun to use for her unique hit-and-run playstyle that no other frame really has. I definitely understand people's issue with her as she does fall short in many areas, but she certainly isn't nearly as bad as people make her out to be. Many people act like she is the worst frame in the game when frames like Mag exist (Mag is useless, change my mind.) But honestly, I think she does a great job of being versatile in a number of different situations. She is also really great for players who don't have the time or money to get multiple frames with multiple formas each and a ton of maxed out rare mods as she is usable in nearly every situation, even in steel-path and sorties with only needing 1 or 2 forma and a solid secondary (obviously, she's not the most viable for those but you can manage to get by with her). In the end, I am with everyone else that she does need a bit of love and attention from DE to kind of iron her out.

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On 2021-09-25 at 2:00 AM, Grav_Starstrider said:

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).

She can as well sit on Merulina (take it from Iddle animation).

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:
  •  
  • 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.

Someone suggested ~90%. That's fine and all.

With bare 75% they could allow rolls to benefit from Rolling guard and rolls in general (damage reduction to 75%). They should change it to proper rolls not this abomination but that's another topic.

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:

Enable one-handed casts and as many abilities as possible from Merulina (if necessary, via auto-dismount-and-cast)

Helminth? Yeah, that should be done already... even it wouldn't look perfect.

Some abilities should be activeable on Merulina (e.g. Vial rush) and other might use dismount-cast-remount.

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:
  • 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.)
  • 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).

This could use mod system as well.

Let say one trick deals certain damage. You can mod it like you mod your your weapons (e.g. Cold + Toxin mods makes Viral).

Other movements like slam attack could have unique feature:

- pull enemies 20 m range

- stun enemies for 10 second - 15 range

All numbers should be tested/changed.

I had a topic about it but this forum search is bad so... look for it yourself if you want.

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:

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).

Afair there is trick where she rotate 180/360 degree here Merulina. That could knockown enemies.

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:

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.

All abilities should get something from speed (not only from her dash). Acquablades/4th deals more damage per second (spin faster). Sea snares could have speed boost and little more range.

On 2021-09-25 at 2:00 AM, Grav_Starstrider said:

Merulina

Allow all weapons to be usable on Merulina. They have already deleted Primaries because it was a bug...

Slam attack should be faster (faster knockdown waves), simpler keys (if you don't want us to use melee then there is already avaible key combination for slam attacks - look down and press E) and more range.

Add roll. Why they add bullet jump that rams you to walls where Merulina already could do it? Rolls would be much better for quick and precise movement, that she lacks.

 

*So long, so long and thanks for the fish*.

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I think every ability except Merulina is fine as-is. However, Merulina just highlights that K-Drives really need a tune-up. They're too bouncy, and verticality really needs to be adjusted. With no way to slow your fall speed, aerial combat with it is almost impossible, despite her 1 and 4 really benefitting from higher sight-lines. I'm also the lunatic running maxed Umbral Vitality and Intensify on her (only two forma, BTW!). What works for me is taking a bit of hit on duration, maxing efficiency, and boosting range a little while blasting strength. Cast 3, pull in with 4, and also use it to mop up enemies far away. 1 is almost better suited as a melee attack/panic button. I've been running her in SP/arbys without any problems.

While I agree with the idea that Yareli can be improved, it does seem like Yareli's taking Mag's role of community punching bag despite actually being really good. I do think your equipped K-Drive should act as a stat-stick (why waste time modding a separate item when it's going to be identical to the one you're using), and Merulina should benefit from more than just strength. Damage falloff on Riptide shouldn't be a thing, or really needs to be toned down. Sea Snares needs better pathing. I swear, the game assumes a pebble blocks LoS sometimes.

Because of Yareli's nature, she really just highlights a lot of base game problems and does suffer from it. Level geometry in this game is terrible, and the AI can't quite figure it out. I can't tell you how many times I've bonked off a doodad because the level designers insist that every tube be interactive.

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9 hours ago, (NSW)Electropuncher said:

Because of Yareli's nature, she really just highlights a lot of base game problems and does suffer from it.

If I had a nickel for every time I clipped through the floor falling into the endless abyss cuz I touched an enemy at the wrong angle while riding Merulina, I'd have 2 nickels. Which isn't a lot but it's weird that it's happened twice.

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10 hours ago, Miku0Sama said:

If I had a nickel for every time I clipped through the floor falling into the endless abyss cuz I touched an enemy at the wrong angle while riding Merulina, I'd have 2 nickels. Which isn't a lot but it's weird that it's happened twice.

This sounds like a justification to preventing light and medium enemies from arresting Yareli's momentum, instead letting her pass through and knock them over (or subsequent bumps simply staggering them).

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On 2021-10-06 at 4:42 AM, Miku0Sama said:

If I'm being honest, I don't think Yareli really needs much changed on her base kit. I think the first priority with Yareli is DE needs to just dedicate an entire patch to fixing her many, many bugs and quirks (like doors not opening fast enough for her, or hitting her head on doorways, etc.) There are so many little bugs and quirks with Yareli that she is starting to make League of Legends look like a well polished game.

 

On 2021-10-07 at 3:17 PM, (NSW)Electropuncher said:

While I agree with the idea that Yareli can be improved, it does seem like Yareli's taking Mag's role of community punching bag despite actually being really good.

I can understand these perspectives, but personally I don't agree with them. There have been iterations of Mag's kit and times of gameplay where she felt severely lackluster, I think any complaints are just remnants of that from people that haven't tried her again. But Mag is definitely better at doing CC, enemy grouping, and damage, than Yareli is. And with Merulina's mobility at best being a side grade, but at worst being a downgrade in many people's opinions, and with the DR being way worse than other Warframe's DR abilities (far below 90% DR, and no status immunity), and with Riptide being worse for grouping than Vortex and Larva and Magnetize, imo, Yareli currently ranks far below Mag. Seasnares feels worse than most 25-energy cc abilities (Spellbind, Condemn, Pull), Merulina feels ridiculously clunky and locks you out of melee, Helminth abilities, and primary weaponry, and normal mobility, and is able to be ludicrously energy wasteful if you want to dismount, and has worse DR than most DR options, her Aquablades is atrocious for both damage and CC, and her Riptide is terrible compared to Vortex, Larva, and Magnetize, it doesn't even let you take advantage of the enemies being briefly clumped up.

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3 hours ago, Grav_Starstrider said:

With the DR being way worse than other Warframe's DR abilities (far below 90% DR, and no status immunity)

But she does have status immunity, the only status she isn't immune to is Blast and that's a bug. Also, 75% is nothing to scoff at, there only 12 frames other than Yareli in the game with built in DR (excluding damage negation like Zephyr and Garuda as well as armor stacking like Inaros and Atlas) and while all of them (other than Titania and Trinity) do offer more DR than Merulina, they all have very limited durations or conditions attached to them with the exception of Warding Halo. Now don't get me wrong, Merulina is weak and needs an improvement as it is literally just a worse version of Warding Halo with the addition of K-Drive movement, but it is not nearly as bad as you think considering all other DR abilities costs significantly more energy over time even when repeatedly dismounting and recasting Merulina and there are no strings attached to Merulina. You press 2, you get 75% DR until Merulina is destroyed or you dismount which is a lot simpler than all other DR abilities. Also, Merulina has 2 things over Warding Halo, 1) Warding Halo gets completely removed by nullifier fields where Merulina simply starts taking DoT and 2) When Warding Halo is destroyed, all damage that exceeds Warding Halo's remaining HP gets transferred directly to Nezha where Merulina negates even the excess damage when destroyed.

3 hours ago, Grav_Starstrider said:

Her Aquablades is atrocious for both damage and CC

While I can agree that the CC isn't exactly useful, with a simple 0 Forma build you can have her Aquablades apply slash status that will do a total of 100k true damage over 6 seconds. Keep in mind, true damage ignores armor so even in SP where enemies have well over 100k EHP, their actual flat HP+Shield is on average around 80k-100k with some enemies able to reach around 150k. Using a Forma or 2, Aquablades becomes arguably one of the best abilities in the game. Of course, since it is the Subsumed ability on Yareli, you can simply slap it on a Rhino and gain all the benefits of Aqublades without having to deal with the rest of Yareli's kit.

 

While I can agree that in her current state she is weak, I have to disagree with the idea that she needs to be made similar to other frames for her to be relevant. By making her more similar to other frames it will only amplify the issue of her being a weaker version of other frames. Instead, her abilities should have something unique to them that gives them a reason to be used over other options. Merulina is actually a great example of this, if you look exclusively at numbers, Merulina is just a bad Warding Halo, as I said before, but it gives you access to a K-Drive in normal missions as well as the fact that you can't be knocked off of it. Obviously, with how clunky K-Drive's are right now this isn't exactly a good thing, but if DE where to simply tune-up K-Drive movement and allow Merulina to have K-Drive mods, Merulina would now have a justifiable reason to be used over Warding Halo.

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3 hours ago, Miku0Sama said:

Also, 75% is nothing to scoff at

And 25% of damage is important as well when enemies are strong enough to kill you with it.

IMHO, 75% damage reduction or evasion is good when you have another ways to raise it. Merulina is heavily limited. Sources of evasions or damage reduction:

- Carnis set -> She cannot use because she doesn't have melee.

- Rolls & Rolling guard-> her dash is not a roll. It's just another way to hit walls.

- Adaptation -> That one I don't remember if it worked on her.

- Fox mod -> It probably works but she doesn't have strong enough ability to kill enemies and she cannot use Helminth's abilities on Merulina.

4 hours ago, Miku0Sama said:

While I can agree that the CC isn't exactly useful, with a simple 0 Forma build you can have her Aquablades apply slash status that will do a total of 100k true damage over 6 seconds. Keep in mind, true damage ignores armor so even in SP where enemies have well over 100k EHP, their actual flat HP+Shield is on average around 80k-100k with some enemies able to reach around 150k. Using a Forma or 2, Aquablades becomes arguably one of the best abilities in the game. Of course, since it is the Subsumed ability on Yareli, you can simply slap it on a Rhino and gain all the benefits of Aqublades without having to deal with the rest of Yareli's kit.

I'm missing something. My Aquablades struggle at even non-SP enemies (afair Greener), at something like 50+ level (I don't remember details - I don't play with her).

4 hours ago, Miku0Sama said:

Obviously, with how clunky K-Drive's are right now this isn't exactly a good thing, but if DE where to simply tune-up K-Drive movement and allow Merulina to have K-Drive mods, Merulina would now have a justifiable reason to be used over Warding Halo.

I agree with you that some tweaks & mods system (with new mods) could make it more fun to play (not exactly the strongest) but I'm not sure if they know how to do it. At least movement.

I mean look at her dash. Probably all people that have tried her said something about "ramming into walls". What they have done? They've put another way we can hit walls - aka bullet jump. Normal-sized movements like rolls would be much more useful.

4 hours ago, Miku0Sama said:

Grammer and Spelling corrections

Off topic but that made me laugh. Thanks.

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1 hour ago, quxier said:

And 25% of damage is important as well when enemies are strong enough to kill you with it.

Absolutely, but 25% is still less than 100%, which most of the top frames will be taking without any damage reduction mods, Sayrn comes to mind as she has no damage reduction in her kit (and lets just ignore the fact that she is ludicrously overpowered in the current meta). Again, I'm not claiming that 75% is good DR but it is better than nothing especially since with Merulina's speed and the natural hit-and-run playstyle Yareli's follows you shouldn't be taking quite as many hits as most other frames. As for damage reduction mods, Merulina does not benefit from them at all, however, they do still reduce the 25% remaining damage that Yareli takes only that it treats the 25% as if it is 100% (ie. getting 90% from Adaptation will only reduce the remaining 25% by 90% of itself not 90% of the total hit)

1 hour ago, quxier said:

I'm missing something. My Aquablades struggle at even non-SP enemies (afair Greener), at something like 50+ level (I don't remember details - I don't play with her).

The thing about Aquablades is it's not the blades themselves that do damage, I mean, they do, but the damage they deal is negligible at higher levels due to armor. The real damage comes from the 100% status chance and the fact they hit 3 times in a second (3 hits in 0.5 seconds followed by the enemy having a 0.5 second window where they can't be hit by them). The Slash status effect does 35% of the initial hit's base damage per second for 6 seconds, this damage is one of the few sources of True damage in the game which is not reduced by any type of armor. So with just base ability strength, Aquablades deal 750 damage per hit with 3 hits per second, this results in 3 slash procs each dealing 262.5 true damage per second for 6 seconds (after a 1 second delay) so when you hit an enemy with 3 hits from Aquablades (which only takes 0.5 seconds) over the following 6 seconds they enemy will take a total of: 750 *0.35 * 3 * 6 = 4,725.

Obviously, that's not very much but this is without any mods. Give her a basic mod layout to get ~250% ability strength and this jumps up to 11812.5 true damage over 6 seconds. Keep in mind, that you do not need to be next to the enemy for these 6 seconds, once you've hit the enemy 3 times with Aquablades you can be on your way and the enemy will die after a short delay assuming their current hp+shields is less than 11,812.

Again though, this is only really good enough for base star-chart, and not even the whole thing. The real damage kicks in when you apply viral to enemies using something like a Kuva Nukor and you have Subsumed Roar instead of Sea Snares. First off, DoT status effect double dip into Roars damage bonus, as Roar will increase the damage of the initial hit which changes the DoT damage but then the DoT damage also directly benefit from the damage bonus. So with the above mentioned 250% ability strength, subsumed roar will give a 75% damage boost which will result in the following damage over 6 seconds: (750 * 2.5) * (1 + (0.3 * 2.5)) * 0.35 * (1 + (0.3 * 2.5)) * 3 * 6 = ~36,175 true damage over 6 seconds which is more HP and Shields than any enemy on the basic star-chart has and will do enough damage to carry you through the first few planets on SP. Add viral bonus of 325% to take the damage to: 36,175 * 4.25 = ~153,747 true damage over 6 seconds and that's not including the initial damage from the Aquablade hits or the damage from the Kuva Nukor to apply 10 stacks of viral (Side note: DoTs do NOT double dip with Viral status and only receive the bonus once, if they did double dip, DoTs would be insanely overpowered). Again, this damage is dealt over 6 seconds so enemies won't die instantly when you touch them, but they will die and so you don't even have to think about it.

The above calculations is why allowing Yareli to cast Helminth abilities while riding Merulina would be an Insane buff as it means she can use roar without having to dismount allowing her to never have any down-time on her DR.

1 hour ago, quxier said:

I mean look at her dash.

I personally love her dash, when used correctly it is a great mobility tool. It definitely takes a lot of getting used to but once you've got the hang of it, it becomes the only reason I don't hate using Merulina on smaller tilesets (I don't like it, but I don't hate it). With the dash you can pretty much bypass any small obstacles that would normally stop you dead in your tracks, it also cancels your vertical momentum in both directions allowing for much more precise vertical movement. I definitely agree that Merulina needs a lot of work to bring it up to a decent quality standard and I can see the benefits of replacing the dash with a roll, I personally think doing so is just putting a band-aid on a much larger problem.

I would also like to mention that I totally understand the hatred for K-Drives in general coming from anyone who uses a controller. Using exclusively KB+Mouse with PC Games I never bothered playing WF with a controller until recently and maneuvering the K-Drive on controller is awful.

Quote

Off topic but that made me laugh. Thanks.

I am somehow very smrt but yet also very dumb, glad you got a laugh from that xD

 

Edit: If you're ever curious on whether or not an enemy will die to the Slash DoT, you can simply go to the wiki page of said enemy and set their level to whatever level they will be and check the base health and shield values. You can ignore the EHP amount as that is the total after armor and as I've mentioned, Slash DoT ignores armor.

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On 2021-09-24 at 5:00 PM, Grav_Starstrider said:

fixes dead zone in center of ability

they fixed that finally, it now hits in the entirety of the radius, not just where the blades orbit. that being said, I do agree that it should scale somewhat off of range.

one thing I wish they would change, and maybe this is just something I need to get used to about k-drive movement, but I wish that when boosting, side inputs would cause merulina to strafe (like when you aren't boosting) rather than turning.

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On 2021-10-10 at 2:34 AM, budderchew said:

One thing I wish they would change, and maybe this is just something I need to get used to about k-drive movement, but I wish that when boosting, side inputs would cause Merulina to strafe (like when you aren't boosting) rather than turning.

Yes, yes, and yes. This is soooo annoying, when moving normally, side inputs make you strafe, but when boosting they make you turn which is just irritating to deal with. I personally agree with you in that it should be strafing in both cases but honestly, I just want it to be the same for when boosting and not boosting.

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I more or less see the theme they were going with in Yareli, but the absolute main problem with her is that said theme doesn't fit properly at all in the type of game that Warframe is.

Ask yourselves this: in what situations do you use K-Drive?

The answers will probably be something along the lines of "to goof around" or "to get Ventkinds standing and buy items in their shop". There's really no logical reason to use K-Drive in this game when other things work better. Movement in Extended World missions? We have Archwings for that which are far more effective. Combat? We are far more efficient fighting enemies with Secondary weapons if we're on foot.

All these issues make K-Drives pointless in this game, and by extent since Yareli is themed around K-Drives, makes her pointless too.

Any reworks or changes to her would have to inevitably rip out most, if not all of the K-Drive themeing on her, and I'm really not seeing DE doing that except to make a whole new Warframe and just leave Yareli to keep company to Nyx in the "pointless warframes corner".

However, there is still SOME salvageable points in Yareli's current kit that could still keep her K-Drive theme:

Her Passive: It's one part of probably the only synergy Yareli has in her kit. While on Merulina, she drifts a bit after moving, keeping her "moving" status for the purposes of her passive active and since the only type of weapons usable during K-Drives is secondary... well, you can see where this is going. And for what it's worth, it's an ok passive, it just needs a bit more to really sell it. Like you suggested, having it work on Primaries, Melees and Yareli's abilities, and in addition perhaps double it's effects while riding Merulina, so there's still that type of incentive. It would only affect Secondaries and abilities at that point, but it'll still synergize better with the rest of her kit.

SeaSnares: This ability is simple enough already, as is normal for "bullet-type" abilities, the only real upgrade I'd make to it would be to have the snares work like proximity mines and actually be set up to then chase enemies when they get close enough. If they could also explode after holding enemies for a while or when they kill an enemy, damaging more enemies around them, that'd be the icing on the cake.

Merulina: Oh boy, where to even start with this? Like I stated before, K-Drives are pointless in this game and an ability that is essentially an Exalted K-Drive is bound to be a whole new flavour of pointless on it's own right. Again, I get the theme they're going for, but it just doesn't work in this game. To salvage this ability, the best I could suggest is having the thing actually be moddable like a K-Drive with all those fancy K-Drive mods DE seems to be so proud of. It would actually allow some needed customization to Merulina and possibly make it more tolerable to use in non-Extended World missions. My other suggestion, and probably the more efficient one, would be to simply add an Augment mod to Yareli's Merulina that swaps the K-Drive for a pair of "K-Rolleblades" that would simply give a sprint speed bonus (like Nezha's Firewalker, for example) and Merulina's innate damage reduction effect without the separate health pool.

Aqua Blades: Ironically enough, this ability is only good when used by anyone except Yareli. Recently saw someone use it on Lavos and actually apply Viral to it with his own abilities to very interesting results. If Yareli herself could do something like that, it would make the ability better overnight. If not, maybe have the ability be an actual AoE around Yareli instead of just the circle the blades travel on. More could be done, but being the subsumable ability of Yareli, I think we can let this one slide with little attention.

Riptide: Like you wrote, one of the biggest flaws in this ability is how little it lasts. Making it last longer and actually keep enemies in place long enough to make use of it would, if nothing else, give Yareli a similar CC role as Vauban or Nidus and vastly improve her position in the metagame. Even making it work like a mini-Nyx ult and have the water ball part absorb any damage shot at it and add it to the finishing explosion would add identity to the ability instead of just mimicking others.

 

At any rate, we can all be here suggesting stuff 'till the heat-death of the universe. If DE doesn't realize that just "more numbers" simply isn't enough to make Yareli viable, she'll forever be pointless in missions and only really be usable by the, ahem, "fanartist". All we can really do is hope for either DE to wake up to reality or to be replaced by a more competent group.

But it's great that there's actually other people starting threads and making viable suggestions for this game, I was starting to fear I was the only one screaming into the void alone. Best of luck, man!

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I just started Steel Path recently, and oh boy was the difficulty tuned up by a LOT lol. I used Yareli in this and boy was it a struggle, but I somehow managed to finish one mission with 0 revives left. I am by no means a powerhouse player, having access to a lot of powerful mods and weapons, but I think I'm starting to see where Yareli falls off, especially in Steel Path. The DR in Steel Path was basically disregarded as enemies kept punching through the DR, I mean sure the DR kept me alive longer but I eventually die anyway lol. Damage over time just won't cut it in Steel Path, in my experience (which was like 2 missions of it lol), so Aquablades in this difficulty was just not doing enough, although it is very powerful in normal difficulty. Sea Snares could barely do anything to enemies other than CC and a little bit of cold damage overtime, and Riptide I didn't even bother using as I wasn't killing enemies fast enough to have a constant supply of energy.

The way I play Yareli is by spamming sea snares into enemy hordes, pop aquablades, and dive right in to slaughter, then repeat. If things get hairy, I hop on Merulina for protection, occasionally use Riptide, but most of the time just use Aquablades and Sea Snares. This playstyle is rather effective in normal difficulty, but not in Steel Path as enemies will just shred Merulina and Yareli's HP when doing this. Sure I can just grab a powerful secondary and make use of her passive, but the thing is I don't want to use her for her passive only. I want to use her for being Yareli, and the problems with her in Steel Path is just not damage, its the very abilities themselves. She is limited to what she can do with her abilities due to the lack of synergy between them and does not benefit players other than CC, and Merulina just being hard to use and not moddable is an issue as well.

Personally, I love Yareli, her playstyle is just so fun and addicting it made me stay and play warframe again, she's one of the frames that won't make me yawn while playing lol. However, she does have issues and they must be addressed, and this thread has some really good suggestions on how to make her much more fun and viable to other players. I hope DE will take the time to go through this forum thread and pick up some neat suggestions so that people will play Yareli (It makes me sad that I only see myself playing as her, but at the same time overly happy when I see one in the wild lol).

Just to address though, DE please focus on Merulina, I can't stress this enough, but it is literally just a copy-paste K-drive with a 75% dmg reduction sticker on it. I don't even know why its not moddable, when K-drives are moddable, so please make changes to Merulina first. Changes mainly to its movement and uses should be prioritized, once that is done, I bet she'll be soooo much more better than she was before.

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On 2021-10-12 at 10:12 PM, Kaiser_BladeX said:

I just started Steel Path recently, and oh boy was the difficulty tuned up by a LOT lol. I used Yareli in this and boy was it a struggle, but I somehow managed to finish one mission with 0 revives left.

Really? I have no issues at all other than with bosses and sentients, I do normally duo with a friend who uses Wisp but I can solo most SP missions with Yareli just fine. No it's not easy when compared to something like Mesa but it's significantly easier than when using something like Ivara or Volt. You don't even need a high damage secondary to make her work, just anything that can apply viral quickly to increase the DoT from Aquablades past certain breakpoints. To kill any non-boss and non-eximus enemy with a single interval of Aquablades you need 300% Ability Strength and at least 5 stacks of viral applied to them. Yareli is useless against bosses as they are immune to status and she has no way of dealing large amounts of damage without the Bleed from Aquablades. Eximus mobs are much stronger than standard so they will take a bit more to kill but even with their extra resistances you should be able to kite around them to apply 2-3 intervals of your Aquablades (which is 6-9 stacks of bleed), combined with the raw damage from your viral weapon and getting 10 stacks of viral should kill most eximus mobs. Sentients are a whole different ballpark, due to their damage reduction mechanic they are incredibly difficult to fight even in the best of circumstances and given that nearly all of Yareli's DPS is from a single damage type, she is practically useless against them.

Other than that though, Yareli can do quite well with the right set-up. You HAVE to play her very differently from other frames however. She isn't a frame that can just run head first into a horde and hope for the best, you have to be constantly moving, not just for her passive but to avoid damage as well. Since Merulina has no time-limit or restrictions other than her health pool, you should almost always be on Merulina for near permanent DR, this in itself makes her vastly different from other frames. Now since you are going to be on a K-Drive 90% of the time you need to A) Get very proficient with using all available maneuvers to allow yourself to move freely though tight maps and B) Be very mindful of your positioning lest you find yourself getting stuck and consequently killed.

Of course K-Drives in general are quite awful and Merulina is no different so I do agree with pretty much everyone in saying that K-Drives need a massive overhaul to their movement systems and Yareli herself needs to have her hitbox adjusted to be slightly smaller when riding Merulina.

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