Haxwell Posted July 22, 2016 Share Posted July 22, 2016 Please could we get Primal fury to be affected by mods like body count and blood rush. Currently you don't get the combo length boost from body count while in primal rage. Not sure if that also goes for blood rush. Link to comment Share on other sites More sharing options...
DeMonkey Posted July 22, 2016 Share Posted July 22, 2016 It goes for all of the Acolyte mods. It also affects Hysteria and Exalted Blade as well. Link to comment Share on other sites More sharing options...
rawr1254 Posted July 22, 2016 Share Posted July 22, 2016 Yea I usually lose my combo with Wukong a little after 2x multiplier :\ And its usually .01 second before I find another enemy. Link to comment Share on other sites More sharing options...
Haxwell Posted July 22, 2016 Author Share Posted July 22, 2016 54 minutes ago, DeMonkey said: It goes for all of the Acolyte mods. It also affects Hysteria and Exalted Blade as well. Yeah I feel as though if Hysteria and EB are affected by body count/blood rush. Primal fury should too. Link to comment Share on other sites More sharing options...
shut Posted July 22, 2016 Share Posted July 22, 2016 1 hour ago, Haxwell said: Yeah I feel as though if Hysteria and EB are affected by body count/blood rush. Primal fury should too. No no, what he meant was that the Acolyte mods not working (Blood Rush doesn't work, Body Count doesn't work, Maiming Strike doesn't work, etc) also affects Hysteria and Exalted Blade. These "ultimate" melee abilities are all incompatible with these mods-- they're simply treated as empty slots when the abilities are activated. Personally, I'm with DE in that these mods shouldn't affect the ults. Remember that these mods were introduced in the first place to make melee weapons comparable to guns and ults; giving these mods to the ults will just bring back the boring old "Exalted Blade > all melee weapons" meta that no one liked. The current implementation could definitely use some work (it's silly that these mods are treated as completely empty slots-- you literally can't build a melee weapon properly without completely neutering your ults), but all in all, I'm glad that the ults can't use these mods. I'm just waiting for an update that will allow us to mod our melee weapons and Ultimate melee weapons separately. Link to comment Share on other sites More sharing options...
Haxwell Posted July 22, 2016 Author Share Posted July 22, 2016 Considering I build a combo counter while using Primal Rage and the body count/ blood rush mods work off the existance of melee combo counter, I see no reason why Body count/blood rush shouldn't work on it. BTW you're wrong about maiming strike, it does work with these ultimate weapons, if not just hysteria. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 22, 2016 Share Posted July 22, 2016 None of the Exalted 'Melee' Ultimates work with Acolyte mods... Not able to play at the moment but...curious if Acolyte Mods work for Peacaker and Artemis Bow??? Link to comment Share on other sites More sharing options...
Endorphinz Posted July 22, 2016 Share Posted July 22, 2016 I kinda agree with them being incompatible with ults that draw on the user's weapon mods, because these abilities are tremendously powerful already. However, what this does show is the tweaking that needs to be done for melee combat in general. I don't know how many times people have begged DE for a longer, more reasonable combo timer, but it hasn't happened; instead we get a bandaid mod: body count. However, this isn't the proper place for this topic, I know. Link to comment Share on other sites More sharing options...
bubbabenali Posted July 22, 2016 Share Posted July 22, 2016 20 minutes ago, (PS4)MrNishi said: None of the Exalted 'Melee' Ultimates work with Acolyte mods... Not able to play at the moment but...curious if Acolyte Mods work for Peacaker and Artemis Bow??? Not with peacemaker. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 22, 2016 Share Posted July 22, 2016 (edited) 5 hours ago, bubbabenali said: Not with peacemaker. So no Embedded Catalyzer on Peacemaker, well that answers 'that'... Do they work with Artemis Bow? I can't really say it is consistent as far as Exalted Weapons: Bladestorm does benefit from Body Count since Ash's Melee multiplier is not over-ridden from Ultimate like Excalibur, Valkyr, and WuKong. -I actually think that may a larger issue since Slash Dash, Iron Jab, and Landslide add to Melee combo with normal melee equipped (Excalibur has an issue where Exalted Blade sword is used to add to Melee combo with Slash Dash, yet if he cast Exalted Blade it wipes the melee combo and makes it start from scratch Same with Iron Jab using Primal Fury's Iron Staff to add to melee combo but casting Primal Fury afterwards clears the Melee combo That is not consistent and is just biased against certain Ultimate attacks)* Edited July 22, 2016 by (PS4)MrNishi Link to comment Share on other sites More sharing options...
jofdeath Posted July 22, 2016 Share Posted July 22, 2016 8 hours ago, bubbabenali said: Not with peacemaker. actual it does but the down side is you cant 'aim' which triggers the mods for peace maker. artemas bow does argon scope and bladed rounds buff well aiming. the mods should work with melee ults sure would have to do balancing with ether the ults them self or give half of what it should be so it isnt broken scale(hystaria at 3x alone is stupid if that where the case) Link to comment Share on other sites More sharing options...
Thural Posted July 22, 2016 Share Posted July 22, 2016 As it is, you either build for melee, OR exalted weapons, which is kinda dumb since these are supposed to be 'melee' frames. I say their damage be balanced for acolyte mods, especially hysteria, with the several million damage slide attack Link to comment Share on other sites More sharing options...
Haxwell Posted July 22, 2016 Author Share Posted July 22, 2016 Wukongs passive doesn't seem to apply to your Primal Fury combo counter. At the very least THAT should be a thing. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 23, 2016 Share Posted July 23, 2016 9 hours ago, jofdeath said: actual it does but the down side is you cant 'aim' which triggers the mods for peace maker. artemas bow does argon scope and bladed rounds buff well aiming. the mods should work with melee ults sure would have to do balancing with ether the ults them self or give half of what it should be so it isnt broken scale(hystaria at 3x alone is stupid if that where the case) Ugh, just hurts to see the inconsistency ...makes it seem like discrimination. Link to comment Share on other sites More sharing options...
jofdeath Posted July 23, 2016 Share Posted July 23, 2016 1 hour ago, (PS4)MrNishi said: Ugh, just hurts to see the inconsistency ...makes it seem like discrimination. inconsistent with what? Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 23, 2016 Share Posted July 23, 2016 17 minutes ago, jofdeath said: inconsistent with what? Inconsistent in that 'No Exalted Weapons can use(benefit) from Acolyte mods' 13 hours ago, (PS4)MrNishi said: So no Embedded Catalyzer on Peacemaker, well that answers 'that'... Do they work with Artemis Bow? I can't really say it is consistent as far as Exalted Weapons: Bladestorm does benefit from Body Count since Ash's Melee multiplier is not over-ridden from Ultimate like Excalibur, Valkyr, and WuKong. -I actually think that may a larger issue since Slash Dash, Iron Jab, and Landslide add to Melee combo with normal melee equipped (Excalibur has an issue where Exalted Blade sword is used to add to Melee combo with Slash Dash, yet if he cast Exalted Blade it wipes the melee combo and makes it start from scratch Same with Iron Jab using Primal Fury's Iron Staff to add to melee combo but casting Primal Fury afterwards clears the Melee combo That is not consistent and is just biased against certain Ultimate attacks)* Quote from earlier response: Link to comment Share on other sites More sharing options...
jofdeath Posted July 23, 2016 Share Posted July 23, 2016 23 minutes ago, (PS4)MrNishi said: Inconsistent in that 'No Exalted Weapons can use(benefit) from Acolyte mods' Quote from earlier response: ah the reason they did that for the exalted melee is because how bad it would scale, the others are within a realm of still stable but not valkires 375%+ crit rate at 3x which is easy to get with body count. peacemaker is still different because of not having acess to aiming which thats atleast with in a reasnable realm Link to comment Share on other sites More sharing options...
(PSN)lhbuch Posted July 23, 2016 Share Posted July 23, 2016 What seems strange is that Wukong with its ultimate will have a worst melee counter time than ANY other frame with Blood Rush and Body Count... I mean it should be his specialty you know... Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 23, 2016 Share Posted July 23, 2016 (edited) 11 hours ago, jofdeath said: ah the reason they did that for the exalted melee is because how bad it would scale, the others are within a realm of still stable but not valkires 375%+ crit rate at 3x which is easy to get with body count. peacemaker is still different because of not having acess to aiming which thats atleast with in a reasnable realm I get that to an extent, however it is still 'inconsistent' with Slash Dash, Iron Jab, Landslide, and Bladestorm. With Slash Dash and Iron Jab the weapon model used for Ultimate is present in the attack animation & will add to the melee hit counter but activating the 4th ability will reset the Ability hit counter which just doesn't seem logical. Body Count - works with Slash Dash and Iron Jab They could let all melee share same hit counter like Bladestorm does (Rising Storm + Body Count) It just seems inconsistent that some melee abilities using Warframe provided weapons can utilize Acolyte mods but only Hysteria, Exalted Blade, and Primal Fury are completely exempt. Was similar to the enemy slow and Damage Resistance Global caps: Enemy slow capped at 75% & then Damage Resistance was capped at 95% except for Trinity's Blessing which was allowed to hit 99% DR* Just makes inconsistencies seem bias/prejudice* (Prejudice like: old Status only mods... purposely untouched*) Edited July 23, 2016 by (PS4)MrNishi Link to comment Share on other sites More sharing options...
(PSN)Deception_Pharo Posted July 27, 2016 Share Posted July 27, 2016 On 22 July 2016 at 3:30 AM, rawr1254 said: Yea I usually lose my combo with Wukong a little after 2x multiplier :\ And its usually .01 second before I find another enemy. Wukongs passive has a 5sec combo duration. Link to comment Share on other sites More sharing options...
(PSN)Deception_Pharo Posted July 27, 2016 Share Posted July 27, 2016 On 23 July 2016 at 8:18 AM, (PS4)lhbuch said: What seems strange is that Wukong with its ultimate will have a worst melee counter time than ANY other frame with Blood Rush and Body Count... I mean it should be his specialty you know... That's his passive which is translated to 2secs. Link to comment Share on other sites More sharing options...
Epsik-kun Posted July 27, 2016 Share Posted July 27, 2016 On 7/22/2016 at 2:15 PM, Haxwell said: BTW you're wrong about maiming strike, it does work with these ultimate weapons, if not just hysteria. It does not. Link to comment Share on other sites More sharing options...
(PSN)Deception_Pharo Posted July 27, 2016 Share Posted July 27, 2016 On 23 July 2016 at 2:37 AM, (PS4)MrNishi said: Ugh, just hurts to see the inconsistency ...makes it seem like discrimination. Inconsistency which makes it discrimination? What are you talking about? Link to comment Share on other sites More sharing options...
rawr1254 Posted July 27, 2016 Share Posted July 27, 2016 3 hours ago, (PS4)Deception_Pharo said: Wukongs passive has a 5sec combo duration. Duh? I know he has that but it's still too short sometimes. Link to comment Share on other sites More sharing options...
robbybe01234 Posted July 27, 2016 Share Posted July 27, 2016 This seems to me that a simple increase of Wukong's passive to 8 seconds would solve many issues. No need to re-rig mods and maybe mess up something else. Link to comment Share on other sites More sharing options...
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