Jax_Cavalera Posted July 27, 2014 Share Posted July 27, 2014 This is a topic dedicated exclusively to looking at which aspects of Mag need to be improved. There was a recent thread which I had created for this purpose, however due to several trolls posting irrelevant content, the topic was locked. For this reason, any post that does not contain information directly relevant in reference to the subject, will be reported and ignored. Posts should avoid referencing to other frames as this is a dedicated topic for Mag. I understand and acknowledge that other frames out there will have a greater need to be improved and that Mag is by far not the worst frame available in the game. This topic is to identify areas where she can be improved to form a more balanced warframe that provides freedom in gameplay style and loadouts. The discussion is to be focused on Mag in the context of : - Solo Game Play - End Game (Level 60+ enemies) - The ability to freely play with freedom of choice in Sentinel, Weapons and Abilities. The following is salvaged from the previous discussion : - Pull appears to be working better now than before. I still see the Infested with a Redish Aura not being moved by it . Pull does appear to be working more predictably as host and client now though. As a general statement, Pull does not need any improvements. - Bullet Attractor : It was pointed out that you can aim on the area of the Orb that is likely to send projectiles towards the desired target point. My issue with this approach is that the ability becomes a less accurate way of hitting target zones for bosses and unique units. Players are better off just shooting the enemy directly on weak points without using BA than trying to guess where their projectiles may go after they hit a bubble around the enemy. I still believe that this ability should redirect to weak points specific to the enemy as I always thought it was advertised to do. - Shield Polarize : Fine (does not appear to be a CC replacement for Crush) but is good for what it does. Further testing will need to be done with maxed Blind Rage before I can say 100% that it is not a CC replacement as there are mixed posts where some claim maxing this mod out turns it into a room clearer on corpus levels. I also note that RealPandemonium states a great balance for this ability which is : Max Intensify and rank 2 Blind Rage combined with max Streamline and Fleeting Expertise give 57% strength and 75% efficiency - Crush : Needs to have Ragdolling for enemies added back in, it's just so dumb that pulling an enemy around the room causes them to take time to recover (which it should since players have the same recovery when enemies knock them off their feet) but crushing their bones internally.. is not a problem. I would think having your bones all crushed up would cause you to be more stunned/ragdolled than being knocked over by Pull. Please read the context and criteria listed in this post before responding. - Stay on Topic - Keep discussion of other frames to a minimum/not at all. (we all know there are worse off frames than Mag out there. This topic is dedicated to isolating areas with Mag that need improving.) - The context of improvements is based on : End Game (lvl 60+) Solo Gameplay Not being Limited to 1 type of sentinel/weapon/mod loadout. Most warframes are good enough for use in a Team context, however the more balanced frames can also be good on their own. If there is a loadout you have found which helps to make Mag work well in the context of this discussion, please share this with the group so others may give ita try. This will also help identify multiple alternative play-styles for Mag.. or the lack of them. Link to comment Share on other sites More sharing options...
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