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Always Four.


Llyssa
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I want to know:

A lot of players in the recent ability discussion have gone on about "I take out all the skills" or "I take out all but 1 skill".

 

It seems very common.

 

Personally, I always run with a full set on every single frame, and I always figure out what good every single one is. So I find it weird people would run with only one ability, and absolutely baffling when someone goes "Oh, THAT is useless". I bring them all, I use them all, and I oft find myself spamming things others find no value for.

 

So, how many other players actually use all 4 abilities on all of their frames? I can't imagine I'm alone, but the way people discuss it, it seems like it's an exceedingly rare thing right now.

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The only frame with which I use all the abilities is Loki, I run normally two for the mayority and three for some warframe, I don't think they're more than 6.

 

Additionally, I have my Loki Prime and Rhino Prime without abilities as I wanted to play them differently from the vanilla ones.

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Hydroid, Volt, Loki and Oberon I find myself using all four skills on.

 

Frost's Freeze ability is so amazingly useless that I think I've forma'd the mod slot that it'd normally occupy into a V for Blind Rage, to make Ice Wave and Avalanche hurt more.

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I'm, at least that's how it looks, on the full-four wagon and run with all four abilities on my warframes.

Although i do very rarely take on only some of the abilities, it's usually only when i know i'm going to do anything else or that i just forma'ed a frame, otherwise i'm sticking with all four.

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I'd say it's more about relative value than anything. Probably only a few people actually mean 'useless' in the strict sense of the word.
It's more so that min/maxing for one or two abilities brings about a greater over all 'power' than trying to balance out for all four. In Warframe's case the total sum of all parts is actually less than an individuals value oddly enough. Warframe isn't diverse enough in situations that the value of one ability, despite being a 'value' can't be overshadowed by another abilities greater value in pretty much every situation it is useful for. 

 
Some frame's I run all 4, or at least try to. Certain frames don't make it easy when trying to draw the desired level of power out of them all.
 

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I go out of my way to PROVE that all abilities are worthwhile and useful, given the correct mods and weapon set up. Three come to mind right off the bat: Frost's Freeze, Saryn's Venom, and Mag's Crush. Now, don't get me wrong. Several abilities could do with a little bump up in terms of power and utility to make them equal to the others, but here's what I did for the moment to make them worthwhile.

 

So many people assume Frost's freeze is a worthless waste of energy, and doesn't hold up against his 2 skill, the ice wave. I personally think that is because they are not using it correctly. Ice wave is a good crowd control skill, but freeze is a skill meant to complement gunplay. For instance, a heavy gunner is blasting you in the face. You throw a freeze blast on him, he's both not moving anymore and not hurting you anymore. Your sheilds can start charging, and you're presented with a perfect headshot. You can also use this skill to pick out a target, such as an ancient healer, and hold him in place, making him lag behind the rest.

 

As for Saryn's Venom, I'll admit, it is something a difficult skill to use. It requires an original target of some durability and there's a good chance the target will die without spreading it.... unless you use the phage gun. Its energy tendrils sweep over the target, popping every spore and making its damage output absolutely insane.

 

I've made some posts about Mag's Crush myself about how it just doesn't feel like an ultimate. However, placing a blind rage and an intensify mod in her frame helps. (My BR and intensify currently give a 103% boost in power). Sure, Heavy Gunner's armor tends to laugh off the damage when you finish the animation, but anything made by the Corpus is going to hurt bad from having 2000 magnetic damage dropped on them. Regular Grineer will also feel the hurt, and if you combine this with a stretch mod, you can crush the entire field.

 

IMHO, abilities are like allies. You wouldn't go into a T4 survival with anything less than four Tenno present, would you? So don't go into battle without 4 abilities.

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For the most part, I've always had all four abilities equipped to my frame. The only one's I've ever bothered to remove are Trinity's WoL, Saryn's Contagion, and Mirage's SoH (not that they're useless, I just never find an instance where I've really needed them). I'm quite happy about the upcoming changes to abilities, having to remove them entirely just to make room for certain builds always makes me feel... dirty.

Edited by Paradoxbomb
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The only times I drop abilities are for tactical alerts, because while I do run with every ability equipped, at the same time I realize that I am less inclined to use some of them. Not enough that I'd consider dropping them permanently, though. My friend has been in enough predicaments that an ability he had dropped would have gotten him out of, that I see the value in keeping all abilities equipped.

 

In my opinion it's better to keep options open, so I keep all abilities equipped. Luck favors the prepared.

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I use all my abilities for my frames except Frost's first ability, if it was something like Ember's fire ball or maybe fired ice balls in multiple directions, I would use it.

 

I like to keep my options open when it comes to abilities, you never know when you might need one of them.

Edited by Postal_pat
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I always normally have all 4 abilities equipped. Just like in many games I play, I love to experiment and try to make certain abilities work and see what players do as well via the forums, wiki, etc. Even if a skill is very situational, It's fun to try to balance everything out and make the best out of it.

 

Of course I as well might focus on at least two skills to work around with, but that's for me the fun of it!

(and props to the Sayrn players who from time to time I see have these badass builds that uses 3 or all 4 abilities and just owns it like its nobody's business xD)

 

That, and I feel like I'm gimping the frame if I get rid of abilities lol. I was only interested in this game in the first place because of the amazing awe-inspiring abilities (I come from a JRPG backround, and I'm terrible at shooters to begin with lol). Despite not being a fan of the shooting genre, I love the sci-fi-esque setting and the art design so I had to give it a try, and fell inlove with it ever since xD

Edited by HalfDarkShadow
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I tend to use all 4 with an exception for two frames I play on and off. Them being Nyx and Mirage.I don't find Psychic Bolts or Sleight of Hand to be particularly good, so I swap them for something that makes playing them both a tad more convenient. 

 

All my other frames, I use all 4 skills, I just can't see the point in not using them, because there's always a time I'll find them useful. 

 

Granted, I tend to go out of my way to give any Frame I play an 'all-round' build so I don't need to remember to change loadouts constantly for a single mission type (save for weapon elements of course) This ensures I'm never lacking something with my given Frame when the squad or myself requires a particular power. 

 

Lokis without Radial Disarm, Vaubans without Vortex, Rhinos without Charge, I just..it's a pet peeve of mine. The team I'm playing with in a pub runs into a situation they can't get out of, I ask if they have X power equipped for Y usefulness, 'lol not on this build. o well.' 

Edited by Hastur609
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only use 1-2 abilitys atm... not becous the others are bad per say

but becous my build is centered around those 1-2 abilitys

 

i like that i will be able to bring all i mean excals super jump is very situational but atm when i need it i dont have it...

same with switch teleport same with wormhole and alot of other abilitys... i want to bring them but dont got room for them

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A lot of frames have moves that are enhanced in a counter-intuitive way compared to the rest of their set though.

 

As a good example, Invisibility would be modded in exactly the opposite way Radial Disarm would. You can't boost one very high without gimping the other.

 

I guess if you're okay with lukewarm "decent" builds that don't delve into corrupted mods, then it's possible to use all four.

 

For the record though, I support the change to abilities. Some builds will take some tweaking (see: change ONE mod) but overall it will be fun to have access to the whole moveset. There are a lot of moves that are entertaining and situationally useful that could never earn a place on my builds and I'll enjoy welcoming them back into my playstyle.

 

I don't have any builds currently that use all four powers though, my Loki and Trinity use three.

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i think that reducing the number of slots kinda balances the game a bit more. there are gonna be some broken builds like in any game and its cutting that down. my loki prime has all abilites equipped and im doing perfectly fine. i'll have 2 more slots to add some mods to make it better. i use all the abilities: invis, radial disarm, decoy then cut them down while they herd the decoy. i only use switch teleport when im stuck in a place

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I tend to use all 4 with an exception for two frames I play on and off. Them being Nyx and Mirage.I don't find Psychic Bolts or Sleight of Hand to be particularly good, so I swap them for something that makes playing them both a tad more convenient. 

 

All my other frames, I use all 4 skills, I just can't see the point in not using them, because there's always a time I'll find them useful. 

 

Granted, I tend to go out of my way to give any Frame I play an 'all-round' build so I don't need to remember to change loadouts constantly for a single mission type (save for weapon elements of course) This ensures I'm never lacking something with my given Frame when the squad or myself requires a particular power. 

 

Lokis without Radial Disarm, Vaubans without Vortex, Rhinos without Charge, I just..it's a pet peeve of mine. The team I'm playing with in a pub runs into a situation they can't get out of, I ask if they have X power equipped for Y usefulness, 'lol not on this build. o well.' 

The number of times that has happened...

 

I never ask, as it doesn't make any sense that you wouldn't. I normally just tell them, "use X skill to accomplish Y task" when we REALLY NEED Y task ASAP.

 

And then they go all "oh lol, I don't use that one".

 

So I'm always left wondering, "what in the #$@$# did you deem more-important than accomplishing Y?" Whatever their nuanced answer would be, the ultimate one is always "something totally worthless".

 

That I'll never have to put up with that ever again is the one really nice part of the upcoming ability change.

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The number of times that has happened...

 

I never ask, as it doesn't make any sense that you wouldn't. I normally just tell them, "use X skill to accomplish Y task" when we REALLY NEED Y task ASAP.

 

And then they go all "oh lol, I don't use that one".

 

So I'm always left wondering, "what in the #$@$# did you deem more-important than accomplishing Y?" Whatever their nuanced answer would be, the ultimate one is always "something totally worthless".

I have yet to ever find this problem with any 1 or 2 ability build worth its salt. 

What situations with which frames forgoing which abilities are we talking about here? 

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