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Developer Workshop: Saryn Revisited 2.0


[DE]Danielle
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In a way I have already played like she is intended to with these changes. 

The elemental swap of spores and miasma sounds really sweet and I have always wanted the damage of spores to ramp up instead of stacking just a huge load of small instances. Also felt like performance prevented spores from reaching it actual potential.

Toxic lashes changes are a really nice addition and miasmas damage buff is always welcome.

Not too sure if molt changes do a lot for her, but the quick speed buff sounds nice, but for the rest I would actually need to try it out.

Overall I agree with others that other warframes are more in a dire need of a rework, but I got to admit these changes sounds really sweet and I gotta say

It's a suprise, but a welcome one 😉

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43 minutes ago, Shidonia said:

Sorry but I assume you don't get the point of this nerf. They removed the molt + spore combo cuz if an enemy dies beside your molt the last spore that holds the stacked damage number of your deadly spores would jump onto your molt as it is the closest surface to hold onto and you would keep the buff for forever. This is why it has been removed but you guys think it was because the spore turret. No why ppl use her 2nd is mainly because of regenerative molt augment. No one uses spores that way unless it's a defense. 

 

They don't want us to keep the endless damage cuz no molt combo neither they want it to last longer cuz corrosive keeps dealing damage unlike viral so spores don't remain on enemies for forever eventually there will be a time which your last spore pops on an enemy which is completely alone and you lose the damage number 

This is a nerf

Its is both surprising and depressing that you think this is a nerf.

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As someone who has spent more time on Saryn than any other frames:

Spores:
My main concern for this change is mainly from changing of the viral proc to corrosive. While it may all more efficient killing of enemy grineer type units, it does not affect most corpus and infested units at all. While viral simply affects everything by halving their hp. It can also be argued that this is a straight nerf for spores against both of those fractions, unless you plan on adding armor for more of the infested and corpus unit in the future.

Molt:
It is good to see molt get a buff where it will not be insta gibbed when fighting against 'mid level' enemies, also the speed boost is also nice. With the removal of the 'spore turret' though, is it really necessary for a full removal, and not just put in a CD, say 30 sec, before spores can be recasted onto it?

Toxic lash:
Since it is for the full arsenal now, it might see more use, especially against augmented shield sortie. I am not sure about the removal of energy regen for spore popping with melee weapons though.

Miasma:
I personally would have liked miasma to have kept corrosive, but also ticked to remove enemy armor instead of the viral tick. Than again, compared to the other three skills, I only ever use miasma for giggles mainly due to costing a lot of energy, being relatively short ranged compared to spores and not removing armor, pretty much an underwhelming ability. Even the changes where we are forced to use it to get viral procs doesn't make it much better. It might be better if miasma also has a 2nd effect, that leaves a cloud of toxin or so surrounding the frame and follows where the frame moves, where any enemies caught inside are damaged and has their armor corroded away.

Overall, I fell there are some good changes that will allow more game play and build variation, but on the other hand I feel some of these things might gimp Saryn. Again my biggest concern is mainly due spore status change from viral to corrosive and some of the wordings that makes it sound like a nerf, hence I am cautiously optimistic for a new way to play Saryn.

I would also like to say that you do not have to make Saryn more 'user friendly' for newer players, it was the complexity and the synergy along with the potential it held which drawn me to the frame in the first place when I first started the game last year, even now she is still my go to for most content.

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As a two years old Saryn main, here is my reaction-----wtf is these?

Spores:

1. Damage type to corrosive is not welcome. It's good against grinner but completely useless against anything else. Not mentioning the removed potential that viral proc has when combining with slash or toxin. Also, we don't even need that much of armor stripping. In team play, you have corrosive projection or another frame that has armor strip ability. In solo, you can utilize viral with slash proc, or use weapons that can deal with broken scaling armor such as Torid or Zenistar.

2. Keep the way how spore spread as it was! According to prime time, it seems like we cannot cast several spores on different enemies. This would make spread the spores become a lot harder and unreliable. In the past, we can deal with different groups of enemies, but now I have to not to kill the spored enemies in order to maintain the scaling and spread. In conclusion, this would limit the build to nothing but large range, and limit the playstyle to camping only. Do you really think this is fun and match Saryn's theme of virus spreading queen?

3. The infinite scaling damage-----Bare with me, once enemy density is not as high as Sanctuary Onslaught, this scaling damage would be useless given the fact that you will kill all the affected enemies and have to put in a new spore. It's only useful in endurance camping. I personally don't care about this since as long as the spore can carry toxin dot, the scaling won't match a teammate with Ivara+gas zenistar.

Molt:

1. If you want to ban the 2-1111111 mindless spamming, simply put in a time limit-----You can't cast spore on molt in X seconds after the first cast on it.

2. The rest changes are fine but not really needed.

3. Given the fact that you want people to build Saryn more for range and strength, efficiency becomes a problem. But it's the constant recast of Regenerative Molt that gives Saryn great survivability against lv100 enemies by melee. Overall changes to her kit would actually hurt her survivability since modding is limited.

Toxin Lash:

1. THE 2 ENERGY RESTORE IS NEEDED! But limit it to melee attack. Saryn is a few frame who can go through energy reduction sortie with no energy issues. Also, remove this would make her no longer able to use channeling melee all the time. By the way, you just want all players to go for Zenurik right?

2. Change it affect all weapons would make spreading toxin dot easier, which leading to more elemental choices you can have on weapons. This is good, but not 100% needed. In the past, AOE weapons can easily detonate the spores. And simply build the weapon for a reliable Toxin or Gas proc can solve the problem.

Miasma:

1. Damage type change to viral is not welcome! Believe me, it will simply make Saryn a 4 spammer again in high lv mission in order to provide viral proc to support the team. Also, this is in contrast to you idea of building her around strength and range.

2. I personally use Miasma as an emergency CC mostly, then kill the enemies by melee. The increased damage and possibly---the stun---is welcome tho.

 

To be honest, I'm even started to think that it's just because Pablo cannot solve certain problems that last Saryn rework has, so he decide to just change everything to not so good.

Mr Pablo, you did a great job on the past Saryn rework, please try not to ruin it by yourself. Her overall mechnic is good enough and after 2 years I'm still having fun from actively playing her.

Again, If you want to ban the 2-1111111 mindless spamming, simply put in a time limit-----You can't cast spore on molt in X seconds after the first cast on it.

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personnaly as a saryn fan i cant wait to try this rework out.

spore: infinite duration and scaling dmg seem like an awesome change not to mention that popping spores will spread and scale it even more. its gonna be interesting to make sure to try and not drop it when possible.

molt: yes, yes, yesyesyes. movement speed and increased molt  tankness so it wont die in half a second on high level stuff.

toxic lash: ill be honest i didnt use it much but if its an all weapon buff then im not against.

miasma: never used since the last rework and im not sure if i will now either, maybe as a finisher, good rework to it too.

spore + molt: personally i dont care if its gone, i never used this method as it was not as good/fun as casting spore on ennemies and using gas weapons.

 

overall im very happy with the listed changes( assuming they dont change then that would depend ) from what im seeing depending on how the spores scale we might not need super high power strenght anymore and mostly focus on range/efficiency with a side of duration for toxic lash and molt which would def be welcomed considering the current 35 energy per spore and 65 per molt i have to spend right now.

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11 hours ago, [DE]Danielle said:

When an enemy affected by Spores dies, they spread to surrounding enemies

I thought it already did that, just at a reduced range compared to popping spores "manually".

Also, I understand and appreciate the viral/corrosive flip between Spores and Miasma, but I've always wondered why none of Saryn's abilities did Gas damage. Her name seems to be based on a deadly, poisonous gas, right? Anyway, I guess I'm not sure where it would fit: Spores hits a lot, so corrosive is best there; Miasma is kind of "the big hit", so viral (as I understand it to work) fits best there; forced gas procs on melee and ranged hits with Toxic Lash could be very good (depending on scaling), perhaps even too good; maybe Molt does gas damage/procs when it explodes? Does Molt still explode? That doesn't seem to be covered in the OP.

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8 minutes ago, TermiteFrame said:

Its is both surprising and depressing that you think this is a nerf.

I've watched the pre-show, have posted a video clip of it for all to see here. If need to understand the basics of Viral v.s. Corruption status, check out the Warframe Wiki, then you won't even have to watch the clip, in order to know that this is a nerf. Just in case you're too lazy or reluctant to rereading the Wiki, 25% of current armor is removed per affliction of corrosive, which needs no refresh obviously. Viral status afflictions need to be refreshed but temporarily cut the enemies total health by half. Already, we can see that within the same time frame of 1 second/ one tick, that a Viral proc is more effective overall. 

Watch the clip I posted earlier to see that no matter what the enemy level is, even 9999, 25% of CURRENT armor will be reduced per tick of Saryn's Spore. This is highly ineffective at armor stripping in comparison to all the alternatives already in game. Making Saryn a redundant 4th skill nuke spammer, probably seems cool though, right? 😆

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1 minute ago, (PS4)a1-w23e_r4 said:

I’m getting the impression these type of changes are more for DE then the actual Warframe community. DE is “apprehensive” to the spores synergy with molt?! So like who cares?! It is the people in the Warframe community who actually play the game. 

I love the changes. I hated the forced synergy. Yes shes incredibly op as is... But now she will be more fun as well.

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Il y a 11 heures, [DE]Danielle a dit :

Hello fellow Saryn enthusiasts (and all potential to-be-enthusiasts)! 

It is with great excitement I come to you today with this Dev Workshop covering Saryn’s 2018 rework. The first section of this Workshop will cover the intent of these changes, while the second will provide a more detailed look into the ability changes themselves. 

Please keep in mind that everything you read in this Dev Workshop is subject to change from the posting time right up to the day/time it launches and beyond.  

We also understand that providing feedback on something you haven’t had a chance to play or experiment with can prove to be a bit difficult. We do appreciate and welcome constructive feedback and suggestions with the information provided below! However, if you’d like to see Saryn’s changes in action, we will be livestreaming a special Prime Time pre-show with Rebecca, Pablo, and more this Thursday, May 10th at 6:30 p.m. ET! 

Missed the Prime Time pre-show? Check it out here: 

Known best as the queen of Viral and Toxin damage, Saryn has comfortably sat in her role as a damage caster and nucleus for infectious spread latching and leeching onto those who cross her path. When approaching her rework, we wanted to maintain this status while also increasing the level of fun and variety of play.  

Back in late 2015, we launched the first “Saryn Revisited” in Update 17.10, where she received an ability overhaul focused primarily on ability synergy. Off the heels of a bulk of Warframe changes released earlier this year, we felt it was time we address Saryn’s current state. 

The following bullet points are cornerstones to her 2.0 form, and list what we intend to tackle from over 2 years worth of observations since her first revision:

Tackling Perplexing Synergies - Perplexing indeed. We feel Saryn's synergy as it stands follows a more forced than natural flow. We often found players confused as to why some things worked as they did, which lead to a guessing game of “bug or feature”. 

A new player having just acquired Saryn might not be fully aware of Spores’ interaction between Molt, Toxic Lash, and Miasma… and as an added layer, the interactions of those abilities with one another. Essentially, with Saryn you are given all the ingredients to mix up a cocktail, without really knowing if the ingredients are meant to mix in the first place.  

In 2.0, we aim to take the guessing out of the “what does what with what to make X happen?” and ultimately make her more sensible and intuitive to play. 

Tackling Underused Abilities - There is definitely something very satisfying about seeing damage numbers confetti off in the distance, as your Spores chew through enemies or chunk through health with Miasma. But what of Toxic Lash and Molt? We read your feedback and agree that they don’t meet the standards of her other abilities. A Melee-only ability on a non-Melee focused Warframe felt misplaced, and a decoy that doesn’t scale simply can’t hold up against high-level enemies. 

So we took a closer look to see how they could play a bigger part overall. What came of this is Toxic Lash working on ALL weapons, with an added bonus for Melee. While Molt saw improved scaling and an added speed escape bonus on cast. Full details on the changes are listed in the “Ability Changes” section!   

Tackling the “Spores Turret” - Shedding Molt and decorating it with Spores is fairly commonplace Saryn gameplay. We’ve noticed that this quick 1 - 2 step tends to result in a “set it and forget it” way of playing. We want players to feel more involved in Saryn’s poisonous grip over the enemy, while giving Spores and Molt more utility on their own.

The first step was removing the synergy to cast Spores on Molt. Distancing the two abilities gave us the start we needed to give them their very own unique and self-sufficient design. Now they perform independently of one another, giving Saryn more options in combat.  Details are listed below! 

ABILITY CHANGES

Now for the nitty gritty! The following details Saryn’s abilities in their 2.0 revisited form. 

General Changes

  • Increased Saryn’s Armor from 175 to 225 (at rank 30)
  • Increased Saryn Prime’s Armor from 225 to 300 (at rank 30) 

Spores

Spores now have Infinite Duration and Escalating Damage! What exactly does that mean? Essentially, Spore duration is determined by the enemies affected. As long as enemies are dying to Spores, they will spread.  As an added bonus, the longer your Spores deal damage, the more your damage output will grow. 

*Developer note: We really want to emphasize that this is experimental. With Spores we’re trying a couple new things that we’ve never done before, so we’ve entered new territory that is both exciting and a little scary: Infinite Duration and Infinite Escalating Damage. Both of these have had interesting and fun results under normal test play and conditions, but we are still testing and looking for edge situations that might require us to go back to the drawing board.

  • Spores changed from Viral to Corrosive damage, which repurposes it as a great tool to strip armor from enemies. 
  • Increased Status Chance from 10% to 50%, also scaling with Power Strength.
  • When an enemy affected by Spores dies, they spread to surrounding enemies. This makes it much easier to keep Spores active.    
    • *Developer Note: We are particularly apprehensive about Spores behaving this way since we’ve paired it with an already experimental mechanic  - it is the most likely portion of the rework to be highly reconsidered before launch.   
  • Recasting Spores will detonate all active Spores and will deal 2x the damage on an infected enemy based on the number of active Spores and their current damage per tick.
  • A meter showing damage per tick and the number of affected enemies will be available in the UI to keep tabs on active Spores. 
  • Venom Dose Augment Change: Spores cast on allies temporarily grant them additional Corrosive (was Toxin) damage to all attacks.
  • Spores optimization! Under certain circumstances, Spores has been known to cause framerate issues in its current state. With the spreading nature of Spores in the rework, we’ve decreased the CPU burden which has made a noticeable change to the ability’s overall performance while active. There is still room for improvement but we’re fairly happy with the results so far!  

Molt

Molt has classically been a great tool of deception and distraction, especially when in a bind and in need a quick escape to reposition. We wanted to retain this utility but improve on it so that it offered more reliable and robust cover options.   

  • After casting, Saryn receives a movementary speed boost for a short duration.     
  • Molt will now scale similar to Rhino’s Iron Skin - All the initial damage it takes in the first few seconds will make it stronger. Any damage it receives after that point will target the absorbed health (Damage absorbed will show in a buff indicator in the UI). Once it reaches 0, Molt explodes dealing Toxin damage to nearby enemies. 
  • Improved FX changes to make her Molt cast more pronounced. 
  • Her Regenerative Molt Augment remains the same! “Saryn regenerates health over a span of time after casting Molt.”

Toxic Lash

You’ve told us that having Toxic Lash limited to Melee was too restrictive and was simply not compatible with a broader variety of playstyles. So we’re sharing its Toxin with the lot of your Arsenal! Toxic Lash’s Toxin damage buff in Saryn’s revisit is now granted to ANY weapon in your Loadout (Primary, Secondary, and Melee). In maintaining its roots, the damage buff on Melee weapons is doubled. 

  • With Toxic Lash active, your weapons will trigger Toxin Status Effect on any damage instance. 
  • Increased the duration from 30 seconds to 45 seconds. 
  • We’ve maintained Toxic Lash’s ability to spread Spores to nearby enemies by dealing damage while  active. 
  • With the new spreading nature of Spores, survivability of Molt, and the increase duration of Toxic Lash and Miasma, Saryn is no longer as Energy hungry as she used to be, so we’ve removed the 2 Energy restore on Spores burst by Toxic Lash.   
  • Contagion Cloud Augment change: Kills with Toxic Lash will leave behind a Toxin cloud. As an added bonus, Melee kills double the damage dealt by the cloud. 

Miasma

We’ve taken what’s great about Miasma, and made it even better in the scope of Saryn’s 2.0 changes! 

  • Changed Miasma’s damage type from Corrosive to Viral. 
    • *We've swapped Miasma and Spores damage types with one another since Spores in its 2.0 form allows for more than 1 proc per second.
  • Miasma has a 100% guaranteed Viral Status Effect on damage tick. 
  • Increased damage from 350 to 500. 
  • Increased duration from 3 to 5 seconds. 
  • Miasma inflicts double damage on targets affected by Spores. 
  • When recasting on the same enemy it will refresh the tick duration and maintain the Viral Status Effect, but will not stun enemies a second time.

Saryn Audio rework! 

As an added bonus, Saryn is also coming with a whole new set of sounds! This is what Jeff Hartling, Sound Designer, had to say about the changes to Saryn’s audio: 

“We are giving Saryn a “voice” when she casts (voiced by [DE]Danielle), which will add character and make her feel more connected to the abilities as you cast them. We really amped up the “poison” aspect of her sounds so that she feels more deadly in combat. In addition, we’ve remastered all of her sounds to have increased clarity and focus.” 

You can expect Saryn Revisted 2.0 to launch on PC in a near future update! 

PS. We're still looking at the rest of your Arsenal! 

 

 

I main saryn and I like some changes but I'm un sure if I will like that you switched spores and miasmas element.
But other then that I'm pleased with the changes :)

 

 

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DE please tell me why you think reworking Saryn is so damn important? How is it more important than let’s say focusing on pushing out newer content? How many more frames do you plan on ruining on your quest to nerf everything you personally feel isn’t adequate?! I just want to know ahead of time so I can decide whether or not I drop the game entirely. 

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12 minutes ago, Morthal said:

I've watched the pre-show, have posted a video clip of it for all to see here. If need to understand the basics of Viral v.s. Corruption status, check out the Warframe Wiki, then you won't even have to watch the clip, in order to know that this is a nerf. Just in case you're too lazy or reluctant to rereading the Wiki, 25% of current armor is removed per affliction of corrosive, which needs no refresh obviously. Viral status afflictions need to be refreshed but temporarily cut the enemies total health by half. Already, we can see that within the same time frame of 1 second/ one tick, that a Viral proc is more effective overall. 

Watch the clip I posted earlier to see that no matter what the enemy level is, even 9999, 25% of CURRENT armor will be reduced per tick of Saryn's Spore. This is highly ineffective at armor stripping in comparison to all the alternatives already in game. Making Saryn a redundant 4th skill nuke spammer, probably seems cool though, right? 😆

While I certainly take your point that there are cases where viral is better than corrosive (my post in this thread said as much), it seems as though you are discounting PUG groups where armor stripping isn't a given.  Keep in mind that at 200% power strength, you are proccing corrosive 3 times per second per mob.  On top of this, you only need one viral proc to halve enemy health, which can be provided more easily by your weapons compared to 20-30 corrosive procs per enemy.  

 

That being said, I agree that Saryn's team utility contribution will go down in organized play where you will have 4xCP or 3 and Coaction Drift. That's why I suggested re-purposing her 1 augment to change the damage type to viral for times when yo are playing in a group with armor stripping, or going against low level enemies / non-Grineer factions.

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1 hour ago, Amazerath said:

Changes I like:

Simpler Spores. Considering Warframe is mostly a casual game, current Spores is unnecessarily complicated. Making the power more simple means more people will be interested in using Saryn and less threads titled "How does Spore work?" will show up in Players Helping Players (maybe).

Molt scaling. Obviously necessary and also nice. I think a temporary armor buff would have been better then a speed boost but I think speed will be somewhat useful as well.

Ranged Toxic Lash. I may finally start to use it again.

Miasma buffs. Too early to know if the buffs are actually meaningful but anything is better then the current one.

 

Changes I have mixed feelings about:

No more synergy between weapon damage and Spore damage. I feel the synergy is interesting because it adds a bit of complexity to how you choose and build your Saryn weapons. It allows you to use one weapon for Spores and another weapon for a different task, such as killing highly armored enemies. I'm also worried the base damage increase on Spores might not match the damage veteran players are able to add with our maxed out weapons. On the other hand, the synergy also restricts your weapon selection and new players who are using Saryn for the first time are sometimes harmed because of this.

- Scaling damage on Spores IF you don't recast it. Obviously this means you'll never want to recast it. And that means every Saryn build will probably be even more focused on Power Range. To the point where I'm imagining people will be able to scale the damage so much on endless missions that it will become a problem. Another possibility is that people simply won't be able to maintain the scaling and will be constantly forced to start from zero. Constant resets in scaling would be incredibly frustrating and could potentially put Saryn into a situation where if you drop the scaling too much you won't be able to recover from it. So as much as I like the idea of Spores scaling I'm not sure this is the right way to do it.

 

Changes I dislike:

- No more Viral procs on Spores. I think this is a bad idea because Viral is what allows Saryn to act as a debuffer. That gives you an option because even if you don't focus on damage Saryn can still help your team by reducing enemy health. With the changes Saryn will become yet another warframe that has to kill everything as quickly as possible in order to stay relevant. You're also exchanging a damage type that's focused on health for a damage type that is focused on armor. A lot more enemies have health then armor, so Viral is overall more useful then Corrosive.

- Can't cast Spores on Molt. I get it that people like to play the game without making an effort and that is not what the devs want. But some people use Molt as a starting point for Spores because sometimes your team is simply killing everything way too fast. You either cast it on Molt or you have to mash #1 and prey for a random eximus to not get oneshot so you can finally start doing your thing. Can't you just make it so that you can only cast Spores once on each Molt?

I AGREE WITH YOU COMPLETELY SARYN WAS USED NOT AS DAMAGE BUYT AS A DEBUFFER WITHT HE VIRAL THE ASPECT OF HER BEING USED AS A CORROSIVE DAMAGE SI A NERF TO HER DAMAGE. Due to this change i dont see me playing her ever again cuz her late game potential will be complete S#&$ she was doing damage half healthing the enemies not dealing damage per say showing on the stats but the fact that u wont be doing the half health from a distance will be making it worse for the melee warframes runnign around to kill S#&$ and now she is no longer a true debuffer and poisonious warframe she was meant to be.  Yes u are switching the miasma to do viral over corrosive but this wont help her for late game cuz she will be forced to use her 4 ability first over her 1 ability and that will literally be causing her to allow her to be surrounded by enemies for her to properly be that poisonious person she was always meant to be.  Personally after playing her for as long and short since for 2 weeks been playing her only nonstop i understand her play style.  This is definently a buff to early game type stuff such as solo survival but late game with comps/ groups it will make her rendered useless and wont be revelant for late game.

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hace 4 minutos, (PS4)a1-w23e_r4 dijo:

I’m getting the impression these type of changes are more for DE then the actual Warframe community. DE is “apprehensive” to the spores synergy with molt?! So like who cares?! It is the people in the Warframe community who actually play the game. 

This, i think DE saw the potential of saryn on onslaught and want to make a sort of "balance", so you cant clean the map more easy with an 4 CP group and spore+maiming or a long range guandao/orthos prime. I didnt saw anyone complaining or asking for buffs on forum.

Let see whats going to happen, but a thing i cant stand its the sound effects they added to her, just not my taste.

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So this all about goddamn onslaught then?! They come out with a new mode at the cost of nerfing an already good frame? And when you think DE mindset could get anymore ridiculous. I kind of wish then onslaught was never a thing. It is almost like DE can’t release new content without nerfing something. Way to be competent DE! 👍

Edited by (PS4)a1-w23e_r4
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Hot Take:

Let the new Spores be like Ivara special arrows or Vauban mines. Let her 1 button cycle between "fire and forget" spores, "time bomb" spores, and "debuff" spores. That would like solve 90% of the general complaints about these new changes, on top of letting me feel more like the poison queen since I can literally choose the enemy's poison.

*tongue pop*

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17 minutes ago, Praesagium said:

This, i think DE saw the potential of saryn on onslaught and want to make a sort of "balance", so you cant clean the map more easy with an 4 CP group and spore+maiming or a long range guandao/orthos prime. I didnt saw anyone complaining or asking for buffs on forum.

Let see whats going to happen, but a thing i cant stand its the sound effects they added to her, just not my taste.

Particularly, with Maiming strike as I recall from the videos of Youtubers claiming onslaught was too easy - as long as they used that loadout at least.

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12 hours ago, Tain_OSkoom said:

Not crazy about this one. Forcing yet another frame into zenurikville in order to maintain uptime on other abilities in the face of energy leech eximus units seems like a pretty miserable thing to do.

i am in full agreement here.  everyything else though aside from that single point seems posative though.

that is litterally my only sticking point. the status swap between miasma and spors... can take it or leave it, its fine enough i guess.

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