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[DE]Rebecca
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I feel like combining pull and crush would remove the utility of pull and make it more expensive. I can see where your going with this thou. Perhaps combining pull and shield polarize would be better and then fit the slot with some debilitating gimmick

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Why don't we pull a Rhino and combine Pull and Crush into one power?

Good idea. I think the same thing. In my opinion Mag's new ult should look like this: Mag pulls ALL enemies in power range to her, rotate them in the air and then rip them apart with her deadly magnetic force. At least most of enemies should be dead after that (heavies could stay alive). It should be powerful damage ult. Much more powerful than now. Maybe it should deal armor piercing damage or ignore enemy armor or not be affected by it too much as now. Because Crush is only Mag's damage ability.

 

But Pull should remain a crowd control ability (first Mag's ability). It just needs some improvements like I said above. I can repeat:

 

Maybe it shouldn't pull to Mag in close range more than 5 enemies at once (especially if their level is too high). Other enemies in power range just should be knock downed. Maybe this power shouldn't pull to Mag very heavy enemies (Corpus Techs, Grineer Commanders, Bombards, Napalms, Heavy Gunners, Infested Ancients) but every time knock down them instead. Or drag them (especially Toxic Ancients) at less distance then other enemies.

Also I think this ability shouldn't pull to Mag at all such stun-immune enemies as Rollers and Ospreys. For example, it would be great if Mag was able to pull group of Crewmen or MOA's in close range (and knock them down) and leave their Shield Osprey alone.

Pull deals a little damage and it should remain as it is. It should be enough to destroy at least Corpus cameras on high-level missions. No need more damage because first of all Pull is crowd control ability.

 

Bullet Attractor and Shield Polarize should be improved too. It would be better if Mag could keep moving when she casts Shield Polarize. It would be especially helpful when you rush with your team and don't have time to stop. It should restore/drain more shields than now (at least 70% without power strength mods if ability is maxed). Bullet Attractor should not only attract bullets but also increase damage done to bubbled enemy (1.5x damage to bosses; 2x damage to very heavies; 3x damage to others) and its explosion (if target dies before time of BA is over) should have stun-effect (like EMP effect) in explosion range for a few seconds.

Maybe also these powers should be cheaper: 35 energy for SP and 50 energy for BA.

The price of Pull should remain the same (25 energy) and New Improved Mag's Crush would be worth its 100 energy as many other ults.

Edited by AntLion
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Good idea. I think the same thing. In my opinion Mag's new ult should look like this: Mag pulls ALL enemies in power range to her, rotate them in the air and then rip them apart with her deadly magnetic force. At least most of enemies should be dead after that (heavies could stay alive). It should be powerful damage ult. Much more powerful than now. Maybe it should ignore enemy armor or not be affected by it too much as now. Because Crush is only Mag's damage ability.

 

But Pull should remain as crowd control ability (first Mag's ability). It just needs some improvements like I said above. I can repeat:

 

Maybe it shouldn't pull to Mag in close range more than 5 enemies at once (especially if their level is too high). Other enemies in power range just should be knock downed. Maybe this power shouldn't pull to Mag very heavy enemies (Corpus Techs, Grineer Commanders, Bombards, Napalms, Heavy Gunners, Infested Ancients) but every time knock down them instead. Or drag them (especially Toxic Ancients) at less distance then other enemies.

Also I think this ability shouldn't pull to Mag at all such stun-immune enemies as Rollers and Ospreys. For example, it would be great if Mag was able to pull group of Crewmen or MOA's in close range (and knock them down) and stay their Shield Osprey alone.

Pull deals a little damage and it should remain as it is. It should be enough to destroy at least Corpus cameras on high-level missions. Do not need more damage because first of all Pull is crowd control ability.

 

Bullet Attractor and Shield Polarize should be improved too. It would be better if Mag could keep moving when she casts Shield Polarize. It would be especially helpfull when you rush with your team and don't have time to stop. It should restore/drain more shields than now (at least 70% without power strength mods if ability is maxed). Bullet Attractor should not only attract bullets but also increase damage done to bubbled enemy (1.5x damage to bosses; 2x damage to very heavies; 3x damage to others) and its explosion (if target dies before time of BA is over) should have stun-effect (like EMP effect) in explosion range for a few seconds.

Maybe also these powers should be cheaper: 35 energy for SP and 50 energy for BA.

The price of Pull should remain the same (25 energy) and New Improved Mag's Crush would be worth its 100 energy as many other ults.

I don't see any point in a crowd-control ability that only pulls away less threatening folders units while leaving all the heavies at the cryopot. There's actually a glitch caused by lag where pulled enemies don't travel all the way to your feet and it is one of the lag-related glitch that I hate the most. Toxic Ancient isn't really a problem if you jump-kick backward right after using Pull. You'll be off in a safe distance by the time Toxic Ancient's poison reaches where you were standing unless you were interrupted before jump kick is engaged.

 

The problem I have with Shield Polarize is that when I think it is time to cast it it is already too late (doesn't take that long to lose a little bit of leftover shield and all the HP, especially when immobile). However its effect when spammed is life-saving (it's the only ability that can protect cryopot from close and long range attack at the same time, assuming you have already pulled Toxic Ancients away + jumped to safety).

 

Yes Bullet Attractor needs some sort of improvement, but i find simply tweaking the damage multiplier to be a cheap solution (a waste of DE's brilliant minds).

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I don't see any point in a crowd-control ability that only pulls away less threatening folders units while leaving all the heavies at the cryopot. There's actually a glitch caused by lag where pulled enemies don't travel all the way to your feet and it is one of the lag-related glitch that I hate the most. Toxic Ancient isn't really a problem if you jump-kick backward right after using Pull. You'll be off in a safe distance by the time Toxic Ancient's poison reaches where you were standing unless you were interrupted before jump kick is engaged.

But I see. Isn't it enough if you knock down very heavies enemies every time when you use Pull? Heavies don't often get closer to cryopod if they aren't Infested Ancients. And what does prevent you to knock them down with Pull and kill them earlier (especially with improved Bullet Attractor)?

Do you think it's cool when you collect everything in close range including stun-immune enemies and heavies that can easy knock Mag down and hurt her? It became too risky when you deal with high-level enemies (with high damage, health and good armor). Knock down effect is crowd control too. And it would be enough against very heavy enemies in many cases.

And there are better powers to protect cryopod as Vauban's Bastille and Frost's Snow Globe. Pull will never be as effective in static defense as they but Pull has one feature: it's mobile crowd control ability. So, Pull is more effective when you move somewhere (with team or alone). That's why basic Mag's sprint speed should be increased. She looks very fast and agile on cinematic but not in game.

 

Btw one of my suggestions is allow Pull to knock down and drag Ancient, Techs, Commanders, Napalms, Bombards and Heavy Gunners but not in close range to Mag as now. It should pull them at half distance than other enemies. This power shouldn't pull to Mag in close range more enemies than she is able to kill, enemies who are able to kill her easy. I don't want to use Pull and then run away for my life on high-level planets. I have experienced this myself many times during Fomorian Event on Ceres, Eris and Pluto. And I'm sick of it. Warframe powers should help their owners but not be too risky and become the reason of death.

 

Toxic Ancients is a real problem. Maybe not for you but for others. Especially if Mag is surrounded by pulled enemies and can't run or jump (and all Infested Runners around Mag explode staggering or knocking her down).

 

The problem I have with Shield Polarize is that when I think it is time to cast it it is already too late (doesn't take that long to lose a little bit of leftover shield and all the HP, especially when immobile). However its effect when spammed is life-saving.

I think this problem can be solved the next way: Shield Polarize should not only restore allies shields (including Mag, teammates, hostage, sentinels and cryopod) but also boost them if they are already full giving extra amount of shields for a while (according to the level of this ability and power strength mods). But this extra amount should not be more than 40% of maximum ally shields amount. After SP have been casted this extra amount would decrease every second to a normal state.

Yeah, Shield Polarize can save you, your teammates and cryopod but you can't spam it too long because of its not cheap price for Mag. 35 energy would be fair price.

 

Yes Bullet Attractor needs some sort of improvement, but i find simply tweaking the damage multiplier to be a cheap solution (a waste of DE's brilliant minds).

Really? I don't think so. Magnetic bullets + Increased damage done to bubbled enemy + Explosion stun-effect (if target dies before time of BA is over) + 50 energy as price (instead of 75) would make Bullet Attractor more multipurpose and useful ability than now. It would be helpful not only against single heavy targets and bosses (allowing to isolate and kill them faster) but also against group of enemies: if you need crowd control effect you could cast BA on light target, kill it in 1-2 shots (until time is not over) and stun surrounding enemies for a few seconds with bubble's explosion (like short electromagnetic pulse). Sounds great to me. But there shouldn't be more than one active BA bubble at the same time. No need to ask for more from devs in that case.

Btw, Bullet Attractor with all these improvements could be renamed as Magnetic Trap.

 

PS: These suggestions would allow Mag to become a strong and balanced warframe with safe, reliable and cheap crowd control ability (Pull); with mobile support ability (Shield Polarize); with multipurpose ability great against both single heavy target and group of enemies (Bullet Attractor); and with powerful damage ult (Crush). As strong as she should be from the outset.

Edited by AntLion
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I may just be a low level mag, but heres my two cents.

 

Pull- I like it, but like others have said, being able to pull a teammate is useful. So I think (like others have stated) if you could just add the ability where if you're directly targeting a teammate (maybe only apply it to downed teammates) it pulls them instead of enemies. That way (mostly) everyone is happy. And just a thought, if stealth gameplay starts to get rewarded, I don't think it would be too big a problem to see if pull could also be a quiet ability.

 

Shield Polarize- I like the change, but it still feels a little weak as an offensive ability. I don't really know enough to make an in depth opinion.

 

Bullet Attractor- Does radial damage? Why not crush? Thats what I first thought. If I wanted to do aoe damage to a group of enemies I would much rather hunt around for one more energy orb and use crush (which is usually a guaranteed kill for me)  instead of wasting energy on bullet attractor as a form of aoe damage. It's just that from my experience it's much more effective and I'd probably get one or two energy orbs from all the enemies I killed with crush. So usually its actually cheaper!! BA either needs to be made unique in some way, ie it can't do aoe damage as crush far surpasses it imo. Or cheaper. Now with bosses yes i see its usefulness. But as a group bomb ability I just end up asking "why not crush?"

 

Crush-  Mag's ultimate; strong, radial, and effective. Now I hear people talking about how it becomes weaker later on, unfortunately I haven't gotten that far so I can't comment. But I will say that this ability overshadows the rest for me in any standard mission. I usually don't use my other abilities and have lots of energy saved. Is my downed teammate being swarmed? I could pull the enemies or my teamate away, or I could just crush them all and pick up a few energy orbs which are always lying around afterwards. Shielded enemies? eh crush em, my teamates shields can go back up while the enemy is busy being dead. Boss? okay fine bullet attractor it is. Group of enemies but only enough energy for BA? I'd rather hunt for an orb than waste energy for that little damage.

 

TLDR: Crush isn't exactly op.. but it just overshadows everything else as a general cure-all. Maybe this changes in later levels, but like I said, just my two cents. 

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2OctoFrame:

Yeah, you just haven't played Mag enough. This frame still shines (like any other frame) until Uranus. Then you begin to notice that she becomes weaker, weaker and weaker. Most of her abilities have a bad scaling with enemy level and needs in serious improvements (see my suggestions on the previous page). Pull becomes too risky and almost uncontrollable sometimes. Shield Polarize becomes not as effective as before because high-level enemies destroy your and teammates' shields very quickly. Bullet Attractor is very situational and expensive, therefore many players change this ability for something else (for example: Rush or Vitality mods). And Crush becomes very weak and ineffective especially if you compare it with some other ults. If you think you can spam Crush on high-level planets (Ceres and Pluto, for example) and kill almost everything or it can help you in a critical situation there, you're wrong, very wrong.

 

PS: Don't get me wrong. Mag is not useless at all on high-level missions. In right hands she can successfully complete almost every mission solo (except defense and mobile defense) and help her team online. But it much more difficult, takes more efforts and her help is less effective than it should be (especially on high defense waves). That's why Mag's abilities need to be improved.

Edited by AntLion
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I honestly don't understand how they "reworked" Mag and figured a 1000 base damage ult with 12m range and no armor ignore is anywhere near as useful as others like Saryn, Banshee, Rhino, etc. Comparing Mag ult to Nova ult is just hilarious.

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I honestly don't understand how they "reworked" Mag and figured a 1000 base damage ult with 12m range and no armor ignore is anywhere near as useful as others like Saryn, Banshee, Rhino, etc. Comparing Mag ult to Nova ult is just hilarious.

Because it was the only good skill, kind of like how Fire Blast was Ember's only usable skill and now it's almost on the same par as Fire Ball. We'll just keep throwing ideas at DE until we get something new.

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I honestly don't understand how they "reworked" Mag and figured a 1000 base damage ult with 12m range and no armor ignore is anywhere near as useful as others like Saryn, Banshee, Rhino, etc. Comparing Mag ult to Nova ult is just hilarious.

 

Banshee's doesnt ignore armor so if you are going to say that Banshee's is useful then Mag's falls on the same boat because at higher levels all they both do is become an AOE CC.

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 .And of course her abilities need to be buffed. Again. Because update 9 made this frame weaker.

 

 

 

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Ok i'll bite kid

 

 

 

 

Pull is good now. But there is a one big stinky problem: Toxic Ancients. They are able to kill Mag very quickly in close range. So Pull became too risky against Infested (especially on high defense waves). It would be better if these creature could be pulled at less distance (half, for example) than other enemies.

 

 

Because Toxic Ancients always spawn on Corpus and Grineer Missions, seriously, drop the Toxic Ancient Argument, it doesn't work anymore, maybe she's just not made to be good against Infested, like Volt or Loki.

 

Bullet Attractor costs too much for single target ability that doesn't even kill enemy without your help. 50 energies. No more. Mag has not so much energy to waste it on expensive and ineffective abilities. BA needs to be improved. I think it also should increase the damage done to bubbled enemy (triple damage to common; double damage to heavy; 1.5x to bosses). Devs added explosion effect but it's absolutely useless against mid-high level enemies. It would be good if maxed BA's explosion would stun enemies in explosion range for about 5 sec instead of dealing current insignificant damage. And you could increase only power range (and maybe stun effect time) leveling up this ability. Only after these improvements BA will be worth 75 energies.

 

 

BA doesn't need a buff IMO, why? Use it against Grineer Heavy Gunners and Napalms and it becomes pretty handy, it allows you some breathing room while you take care of other grunts. Also, it turns the enemies into a living meat shield

 

 

Shield Polarize. As I said above it's good ability for defense. But so random effect against Shield Ospreys and shielded enemies makes it not very good as offensive skill. It would be better if Shield Polarize always destroyed Shield Ospreys in power range. Also I think maxed SP should restore/drain 75% shields (and about 97% with maxed Focus). Otherwise this ability is not worth more than 35 energy.

 

 

 

It's percentage based, like you said it should be but is, and the only time i think it damages other enemies or Shield Ospreys is when the shielded enemy is nearby, i think, needs confirmation.

 

The only thing i agree with you about is Crush kid

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Ok i'll bite kid

Kid? lol. Maybe you? Anyway I'm not going to debate with forum-clowns like you who can only spam their pointless gif's. I've already written enough here. A very detailed. Read more than one post if you can, of course, to not look like an idiot.

 

I'm grateful to those who left their thought-out ideas and adequate, argumented feedbacks (including about my suggestions) in this thread.

We're beta-testers and we have made ​​our move. Now turn to the developers.

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Kid? lol. Maybe you? Anyway I'm not going to debate with forum-clowns like you who can only spam their pointless gif's. I've already written enough here. A very detailed. Read more than one post if you can, of course, to not look like an idiot.

 

I'm grateful to those who left their thought-out ideas and adequate, argumented feedbacks (including about my suggestions) in this thread.

We're beta-testers and we have made ​​our move. Now turn to the developers.

Because Gifs apparently invalidate every single word that comes out of my mouth, and as such, my argument is not even worth reading

 

1254841376016_zpse6703016.jpg

 

Because Screw trying to present a actual argument 

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Because Gifs apparently invalidate every single word that comes out of my mouth, and as such, my argument is not even worth reading

 

Because Screw trying to present a actual argument 

Don't worry, I've read your message if it's so important for you. But remember it's a very bad idea to begin serious discussion posting silly gif's, calling someone kid and trying to make fun of your opponent.

You can easily find all my argumented answers and propositions in my previous posts. Speaking modestly I've played Mag more than 2 months, completed every mission solo and farmed all the other frames with her help, so I have enough experience to talk about her strengths and weaknesses. You can agree or even disagree but I won't add anything new. I'm not going to repeat because I've already written all what I wanted to say and suggest. Thanks to everyone who bothered to read this. I hope the developers will take note of my and other people's thoughts as well.

 

Btw, mr. BoompigXD, I see you want to troll me. But don't even try because if you write something stupid and non-constructive again I'll just ignore you. Sorry, but I don't want to begin pointless flaming.

PS: Oh, where's my monocle? ;)

Edited by AntLion
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Don't worry, I've read your message if it's so important for you.

You can easily find all my argumented answers and propositions in my previous posts. Speaking modestly I've played Mag more than 2 months, completed every mission solo and farmed all the other frames with her help, so I have enough experience to talk about her strengths and weaknesses. I'm not going to repeat because I've already written all what I wanted to say and suggest. Thanks to everyone who bothered to read this. I hope the developers will take note of my and other people's thoughts as well.

 

Btw, mr. BoompigXD, I see you want to troll me. But don't even try because if you write something stupid and non-constructive again I'll just ignore you. Sorry, but I don't want to begin pointless flaming.

Really? Your wrongly accusing me of trolling? Since when was i ever trying to troll? You played Mag for 2 months eh? She was my starter frame and i have more experience with her than any other frame. I am presenting my views. Mag is fine as she is, she just needs her Wiki page updated. While some buffs would be good, she is a perfectly fine frame, and i would place her at High Tier. As i said, some buffs would be nice, but i would prefer they fix other frames first, like Volt, and Ember. As of now, she only needs some tweaks, and people who know how to use her.

 

Let me tell you some of the more useful things i've done with Mag's abilities 

 

Pull: I've been able to clear entire rooms of Corpus, and Grineer with this ability. It's her best abilty by far, and it's so much fun.

 

Shield Polarize: Life Saving ability, and healing the pod and yourself is always a good thing. No, i don't care about it's offensive properties right now, if it becomes a defensive/offensive skill, it be even better, but right now it's her second best skill

 

Bullet Attractor: A lot of people ZOOM right in on this things offensive properties without even looking at the fact that, A) It stops Heavies from shooting you so you can clear out the grunts and B) It can turn an enemy into a Meat Shield, especially with a Stretch Mod.

 

Crush: I'll give you this, it needs a buff, it doesn't do much damage on high levels, unless your teammates chip in and shoot them 

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Really? Your wrongly accusing me of trolling? Since when was i ever trying to troll? You played Mag for 2 months eh? She was my starter frame and i have more experience with her than any other frame. I am presenting my views. Mag is fine as she is, she just needs her Wiki page updated. While some buffs would be good, she is a perfectly fine frame, and i would place her at High Tier. As i said, some buffs would be nice, but i would prefer they fix other frames first, like Volt, and Ember. As of now, she only needs some tweaks, and people who know how to use her.

Let me tell you some of the more useful things i've done with Mag's abilities

Pull: I've been able to clear entire rooms of Corpus, and Grineer with this ability. It's her best abilty by far, and it's so much fun.

Shield Polarize: Life Saving ability, and healing the pod and yourself is always a good thing. No, i don't care about it's offensive properties right now, if it becomes a defensive/offensive skill, it be even better, but right now it's her second best skill

Bullet Attractor: A lot of people ZOOM right in on this things offensive properties without even looking at the fact that, A) It stops Heavies from shooting you so you can clear out the grunts and B) It can turn an enemy into a Meat Shield, especially with a Stretch Mod.

Crush: I'll give you this, it needs a buff, it doesn't do much damage on high levels, unless your teammates chip in and shoot them

Yea pull is very good as is. SP could use more utility or a bigger range OR something like trinity's blessing where the range amongst allies is limitless. 50% is still rather low as most people can do that very quickly with a decent weapon. Its realy only good offensively agaibst corpus.

BA. No i totaly disagree. Its nice to have that meat shield but it is simply much less expensive to crush all the smaller units away than meat shield the heavy unit. It does make heavies useless but they would only survive shortly before all the shots kill it. Bettter to kill everything then take care if the heavy, single him out (or pull and kill with a heavy weapon). Crush will also leave all units affected prone including the heavy putting them out play preventing the carnage they can cause

Crush. I totaly agree. This move needs a buff badly. Cant even kill lvl 30 grineer anymore with focus. Currently however i always carry max streatch, focus, and corrosive projection with the coil helm. This usually decimates the field. It also works as a decent move to buy time around the cryopod and there is no vauban. Otherwise this move is very lacking

mag is my starter frame and most used frame with many hours. I still think she needs a buff. Her abilities simply dont have a use at higher levels (30+) where most frames still shine, even volt and loki

Edited by anologclock
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The only change I see here that will make mag inherently more viable is Pull. Pull is possibly amazing, possibly suicide now (pull those toxics).

 

Everything else seems completely mediocre and is at best a trash clearer for high-ish amounts of energy on medium level missions.

 

300 AoE dmg  for 75/50 energy, one of which only works with shielded targets. Eh... meh.

 

I agree... Mag kinda seems like a really big disappointment. As a starter she was basically Loki without stealth. Later when she got modded she became a squishy chick running around and not doing much until the boss showed up, and made it only a little bit better then (except for the radial javelin combo).

 

She needs to have a little bit more usefulness in everyday combat, since crush is an uber and takes to much energy. Until then Im sadly putting her on the shelf, even though she is my starter and I like her looks.

 

It would be awesome if bullet attractor could be placed anywhere, and bullets flew in and just circled around until hitting something.

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I honestly don't understand how they "reworked" Mag and figured a 1000 base damage ult with 12m range and no armor ignore is anywhere near as useful as others like Saryn, Banshee, Rhino, etc. Comparing Mag ult to Nova ult is just hilarious.

Agreed 100% this "rework" has fixed nothing in game.

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Mag is my starter frame. I begun playing recently and have yet to build a second frame or reach higher tier planets. But i decided to add my two cent. Pull is good, it has good utility, read you could pull allies once but i personally prefer how it is now. Crush, well from damage ability it slowly but surely evolves in to CC one. If the damage will decrease rapidly i doubt i will be able to solo lvl 40 + missions ( i do not mean defence or assassination) remotely well as i do now. 

 

Now BA i found too situational. To the point i just removed it and replaced it with Streamline, it allows to pull off two crushes with max energy bar, which i found far more efficient then meat shield tactic. They need to rework this ability and give it more utility, right now i sometimes slot it for bosses and even then its not always worth it.

 

SP, now i am thinking of lvling this mod to see if it really can heal Cryopod as well as some people say it dose. Besides that, this ability this too random. I use it very rarely outside defence missions. 

 

In short from my point of view Mag has two good abilities ( i do hope crush will not become as horrid as some say later on, will have to see) and two close to useless / very situational abilities. Developers will have to look in to BA and SP and give them more utility. 

Edited by RustyCircuit
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I've been playing Mag recently, and gotta say I like her when she's good, but she's awful when she's useless. 

 

Biggest problem: Pull and Crush are two CC moves that honestly have little to no follow up on LATER levels. Don't get me wrong, pulling 4-5 enemies and making ground meat out of them with my Sobek was great, but when I pull in 4-5 level 90 enemies, I just regret that move. Crush's CC is darn nice, but the damage is lacking later on (as many pointed out), and there isn't really a good way to follow up on the CC. 

 

What I suggest: Crank up the CC on Mag and dial down the damage. For example, I'd have Pull stick the victims to the floor for something like 2/4/6/8 additional seconds before starting the animation to get up. That alone will give you a massively strong CC in a large AOE. For Crush, I'd say give a massive slowing effect in the area that was Crushed for 5/10/15/20 seconds or something. With Coil helmet and Stretch, that would be one amazing CC ability, even against ranged.

 

I hardly use SP, but from my theory crafting I think it could be better if it gave a flat percentage of the shield back (like it does right now) and then gave a big regen/drain of shield on the target. Example, at max level you give/drain 50% shield to everyone around you, and then in the next 5 seconds friendlies regenerate an additional 100% of their shields. That gives Mag the ability to save her teammates at the last second and then help them survive the following seconds under fire before getting cover. 

 

BA is fine right now I believe, but it really need either more damage or lesser cost. I WANT to use BA more often with my supra/sobek/grakata, but I'm not made of energy either, and BA cannot clear like Crush does. It'd be fine at 50 energy instead of 75. Even better, removes the damage entirely and put it at 40 or something, the explosion at the end of BA is really not what I use it for. Another suggestion: Make the cost in energy of BA decrease with the mod's level instead of increasing the size of the bubble, I really think there's a point where a bigger BA isn't better. 

 

/My 2 cents. 

Edited by Kinperor
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I may just be a low level mag, but heres my two cents.

 

Pull- I like it, but like others have said, being able to pull a teammate is useful. So I think (like others have stated) if you could just add the ability where if you're directly targeting a teammate (maybe only apply it to downed teammates) it pulls them instead of enemies. That way (mostly) everyone is happy. And just a thought, if stealth gameplay starts to get rewarded, I don't think it would be too big a problem to see if pull could also be a quiet ability.

 

This one is a very nice idea... (direct targeting a friend pulls him instead of enemies)

 

I would buff a bit % of Shield Polarize (now it's ok being % but 50% on max + focus = 65% shields restored is kinda low... pump it at least to 70% on max)

 

Lastly Crush... i would say that a skill that 'magnetize bones' should do AP dmg, not standard dmg... this would be a huge improvement making Crush better against heavy targets and "normal" on weaker ones

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Were I to give Mag's abilities an evaluation as they stand...

 

Pull: It's fine, it's awesome. Probably one of the better CCs in the game, and cheap too. Easily sets up for the group's ultimates, other mass CCs or explosive weapons. Yeah, it's deadly if you pull a Toxic Ancient, but so is jumping into oncoming traffic; not a problem if you're being smart/creative about your positioning and usage. Go to Xini, climb into the busted elevator and just spam Pull on the wall facing the pod, you can CC about half the room without any Ancients violating you. With energy capped and power efficiency you can make a short stagger last as long as you need it to. Low damage is offset by utility and wide target selection (besides, it's your first skill); use for the mechanic, not the damage. A+, would use again.

 

Shield Polarize: Great defensive capabilities on Defenses and Mobile Defenses if you're near the pod and your enemy won't ignore shields *coughToxicAncientscough*, so-so defensive capabilities on group members, niche offensive ability. Doesn't affect Infested, non-Elite Grineer or un-Ospreyed Corpus Crewmen. "Meh" effectiveness on those it can affect, though Shield Ospreys and Orokin sentries can be detonated with it (still niche though). Not sure about that "radial damage around enemies that suffer shield drain" line, either, since I've never seen it work that way nor have I heard mention of it anywhere else, which is funny, because in any practical situation that might set off a chain reaction of death on Corpus or Void maps, especially with an Osprey/Orokin Sentry around. Partial shield reduction is a relatively weak concept if casting it twice means enemies are still likely to regenerate shields before you can throw a decent amount of damage on them. C-, needs improvement.

 

Bullet Attractor: Great single-target crowd control, turns wide-spread and inaccurate bullet hose weapons into cannons; synergizes incredibly well with an Excalibur. Great way to keep high-damage bosses like Vor, Vay Hek and Raptor off of you. Highest cost of any single-target ability, and a little buggy at times (you can still receive damage if you're too close to the center of the bubble, and some enemies won't deal any damage toward themselves). Tends to cheese off forum-lurking Banshees who prefer their universally overwritten Sonar, and doesn't synergize well with more accurate weapons seeking Sonar weakpoints or headshots. Explosive after-effect has lackluster damage/radius which is a bit non-thematic and frankly seems more like a justification for its cost than a necessary improvement or increase to its usage. B-/C+, passable but bears room for improvement.

 

Crush: My thoughts on this ability have been summed up elsewhere: https://forums.warframe.com/index.php?/topic/87813-something-must-be-done-with-crush/

Not to overstate it, but... Triple F-, improve. Just... improve.

Edited by Archwizard
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