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Magnetic procs or shock eximi: one of them needs to change


AdunSaveMe
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Right now they are the perfect example of bad design. The shock eximus drains your energy when its aura ticks, which can be as soon as you enter its radius. This works through walls and across rooms and levels, so "just kill it" isn't an option. Boom, energy gone, all of it. If you're one of the people who defends this, imagine if the aura instantly killed you instead. It's exactly the same kind of anti-skill garbage thrown in so people can pretend the game is challenging.

Then there's magnetic procs. Every other proc is basically consistent across factions, tenno included, but magnetic procs just... take all your energy. Boom, all of it, gone, instantly. One of the most necessary things for handling the artificial difficulty of the game has just been removed by artificial difficulty. How it should work is it should either temporarily disable the use of abilities (or random abilities), or remove a PORTION of your energy. Or even better, work exactly the same way it works on literally everything else in the game, which is to disrupt shields.

Simple fact: the current iteration of both of these in the game is lazy.

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years ago when this nonsense was first introduced we all said it should just be 50% instead of 100% loss, but apparently that was too rational

keep the screen disruption, halt any shld/nrg regen for the next few secs, thats all fine, but not ALL shlds and ALL nrg... srsly =/

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1 minute ago, CY13ERPUNK said:

years ago when this nonsense was first introduced we all said it should just be 50% instead of 100% loss, but apparently that was too rational

keep the screen disruption, halt any shld/nrg regen for the next few secs, thats all fine, but not ALL shlds and ALL nrg... srsly =/

As someone who is glad that Shock Eximi actually do something now and are a real threat, I'd be perfectly okay with this. In another thread someone suggested having them work like a mobile Arc Trap that also drains a little bit of energy each time you get zapped, that would be good too.

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8 minutes ago, Silvus-Sol said:

As someone who is glad that Shock Eximi actually do something now and are a real threat, I'd be perfectly okay with this. In another thread someone suggested having them work like a mobile Arc Trap that also drains a little bit of energy each time you get zapped, that would be good too.

THat actually sounds perfect. Gives you the chance to down them at least.

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5 minutes ago, Mak_Gohae said:

Bring energy restores, equip energy grabbing mods.

 

There's stuff in the game to counter this.

Kills eximus->refils energy with 1-3 energy pads -> runs to next room-> runs into another eximus

This is the pattern that would happen with your comment. Also you have to wait to down it to even regen energy and any energy while procced with mag is gone to waste. 

Edited by rawr1254
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Well they have to do something to counter Zeurik's 4 energy per second and Fleet/Stream/P. Cont making toggle abilities always on.

They give you unlimited power then scramble for an artificial way (meaning no ability to use skill to counter it) to take it away again.

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43 minutes ago, Shockwave- said:

Well they have to do something to counter Zeurik's 4 energy per second and Fleet/Stream/P. Cont making toggle abilities always on.

They give you unlimited power then scramble for an artificial way (meaning no ability to use skill to counter it) to take it away again.

And the People who

  1. Don't Use Either of Those Are gimped and very likely going to die horribly
  2. Beginners Are F****** (Eximus are still a thing at Mid levels. Making the Steep Progression and learning curve even worse) Guess in the "Undercover Boss" His conclusion was lets make things harder on everyone because of a few very specific Late game things break the game
Edited by (PS4)Crimson_Judgment
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41 minutes ago, Shockwave- said:

Well they have to do something to counter Zeurik's 4 energy per second and Fleet/Stream/P. Cont making toggle abilities always on.

They give you unlimited power then scramble for an artificial way (meaning no ability to use skill to counter it) to take it away again.

exactly why so many ppl r upset, we would rather have a bit less power if it would help DE design less hamfisted enemies, the on/off hurts the immersion, becuz on one hand these super OP tenno are gods, but then how are all these grunt enemies completely nullifying all of our abilities? it makes the warframes seem silly, and that is not good =/

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4 hours ago, rawr1254 said:

Kills eximus->refils energy with 1-3 energy pads -> runs to next room-> runs into another eximus

This is the pattern that would happen with your comment. Also you have to wait to down it to even regen energy and any energy while procced with mag is gone to waste. 

Yes, we all know that in the game the enemies are trying to stop you.

The Eximus glow, have some situational awareness and have some target priority.

1 hour ago, AdunSaveMe said:

No there's not.

There's stuff in the game to patch you up after you get screwed. It's not the same thing.

Whatever the correct terminology is, there are things in the game that get your energy back.

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7 minutes ago, Mak_Gohae said:

Yes, we all know that in the game the enemies are trying to stop you.

The Eximus glow, have some situational awareness and have some target priority.

Whatever the correct terminology is, there are things in the game that get your energy back.

I have had these elec/mag eximus spawn almost on top of me or just happens to be behind a door. There is little to no avoiding them.

Yes they glow but I saw them from afar it blends in well at least for the void. 

Yes there are things that get you energy back, death orbs give 250 energy, a trin can fill you completely, regular orbs give 25 energy. The fact of the matter is you have full energy lets just say 880 energy which is the highest possible in the game. You run around saving your energy for when you really need it and then BAM mag eximus drains 100% of your energy. Now you need to spend another 5 minutes/waste a valueable death orb,throw down pizzas, or have an EV trinity ALWAYS in the group just to counteract that. It's like having archwing as a mandatory thing for some very important item in the game, itll make people mad. This enemy is essentially forcing teams to bring at least one trinity with them in a team. And even after ALL those ways to regain energy if you run into their aura for a second all that energy is gone again.

Edited by rawr1254
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14 minutes ago, Mak_Gohae said:

Yes, we all know that in the game the enemies are trying to stop you.

The Eximus glow, have some situational awareness and have some target priority.

well rip melee heavy players. the entire counter strategy to this specific eximus is pick off every single eximus from 20m away, and melee players jollily wading through blood and grime get their entire health, energy feedback loop pooped on every 2 minutes by a random eximus.

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Auras in general need a look at. I also have a problem with 20 ancients in a high level infested map running into the room all with clusterf*** of different auras. They're invincible, poisoning me, stealing my energy, put ketchup on my burger when I asked for no ketchup, etc. And they all have the same dumb look. Can't tell them apart.

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8 hours ago, CY13ERPUNK said:

years ago when this nonsense was first introduced we all said it should just be 50% instead of 100% loss, but apparently that was too rational

keep the screen disruption, halt any shld/nrg regen for the next few secs, thats all fine, but not ALL shlds and ALL nrg... srsly =/

Or make it act like the energy equivalent of Viral - halves your energy pool's size, allows you to continue casting normally, but your casts are essentially costing you double the energy in the same way that taking damage while viral proc'd counts as double damage.

You'd technically not even be losing any energy, it'd just be forcing your efficiency down for the duration.

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I remember when Shock Eximus procced magnetic before, the time it took was long as hell. I could spend 15 seconds finding the eximus and killing them while being affected by the aura and not get shocked.

Now it seems like it's impossible to rush past the eximus without getting shocked, even if it only takes couple of seconds.

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1 hour ago, ShortCat said:

Well, the community is actively requesting reduction of ability spam. Done. 

 

This poster is being sarcastic, but he speaks the truth.

half the threads on this forum are people whining about EV trin, about energy pizzas, about CCframe.  Well here you go.  An answer to CCframe and infinite energy abuse.

You got exactly what you asked for.  

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12 minutes ago, Xcallion said:

You got exactly what you asked for.  

Problem is, I did not ask for any of this. I was actively against some of it.

But I still got nullifiers, scrambus, sentient, assassins with adaptive armor, bursa, and now - walking grineer magnetic fields that you can't avoid. And the last ones are not even faction-specific, but spice corpus even more. As they are likely to be in the nullifire bubble with 2 or 3 isolator bursa around.  So every corpus mission above level 15 is a nightmare mission now.

And good luck to all those who did melee stealth. You could not do it with corpus much as all the robotic enemies don't give you stealth finisher option, nullifires remove your invisibility and so do some scrambus/comba. Now you can't tell if the eximus unit you were going to take out will leave you blind, without shields and with no energy whatsoever.

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Would be nice if Magnetic Procs' energy damage scales along with actual damage, much like how Toxic and Fire scale on how high the damage is. As long it is smaller and doesn't follow the same scaling like the two mentioned elementals.

If the attacker is a level 5 Magnetic proc-cer he should only take a small bit of energy while a level 30 should take a reasonable chunk.

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36 minutes ago, Xcallion said:

This poster is being sarcastic, but he speaks the truth.

half the threads on this forum are people whining about EV trin, about energy pizzas, about CCframe.  Well here you go.  An answer to CCframe and infinite energy abuse.

You got exactly what you asked for.  

No we did not get what we asked for...

* EV trin needs a nerf (or, rather, Trinity needs a complete rework)
* Energy pizzas needs to be less spammable
* CC needs to be nerfed
* Enemy armor scaling needs to be nerfed

Etc, etc. We needed balance, we needed our strengths AND our enemies' strengths toned down.

We did NOT need to keep all those strengths, while getting ridiculous new enemies to hardcounter our strengths (unavoidable ones like Shock Eximus as a prime example).

DE mentioned that the damage in Warframe is too spikey. This relates to energy too (and everything else in this game for that matter). The flaw stems from bad math, in that everything is very "bipolar": Kill or be killed, flourish in unlimited energy or don't cast ANYTHING, move around unrestricted or get CC'd to death etc.

The problem is this bipolar design, due to BAD NUMERICAL BALANCING. And numerical balancing, THAT is what we asked for. But it has never been what we have gotten.

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55 minutes ago, Xcallion said:

This poster is being sarcastic, but he speaks the truth.

half the threads on this forum are people whining about EV trin, about energy pizzas, about CCframe.  Well here you go.  An answer to CCframe and infinite energy abuse.

You got exactly what you asked for.  

The thing is, it doesn't address any of those issues. In fact, it makes EV Trin, pizzas, and CC even more required. You need EV Trin and pizzas in order to recover quickly when one of these jerks procs on you. You need constant CC to prevent them from getting close enough to proc.

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8 hours ago, Azamagon said:

No we did not get what we asked for...

* EV trin needs a nerf (or, rather, Trinity needs a complete rework)
* Energy pizzas needs to be less spammable
* CC needs to be nerfed
* Enemy armor scaling needs to be nerfed

Etc, etc. We needed balance, we needed our strengths AND our enemies' strengths toned down.

We did NOT need to keep all those strengths, while getting ridiculous new enemies to hardcounter our strengths (unavoidable ones like Shock Eximus as a prime example).

DE mentioned that the damage in Warframe is too spikey. This relates to energy too (and everything else in this game for that matter). The flaw stems from bad math, in that everything is very "bipolar": Kill or be killed, flourish in unlimited energy or don't cast ANYTHING, move around unrestricted or get CC'd to death etc.

The problem is this bipolar design, due to BAD NUMERICAL BALANCING. And numerical balancing, THAT is what we asked for. But it has never been what we have gotten.

^^^^^^^^^^^^^^^^^^^^ this, 1000x THIS

+9999

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