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[Update 22.2.0] Saryn Revisted 2.0 Feedback MEGATHREAD


[DE]Danielle
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I like this Saryn a lot more. I can actually play effectively as a melee frame like she was originally by design and enjoy not being killed instantly. 

 

-Spores: While Corrosive is nice I can't help but feel Viral suits this ability better. Spores spreading Viral as if it were a virus I thought was really suiting.

-Molt: Absolutely love the changes, although I still feel like Regenerative Molt should be part of the ability. If a creature sheds (or molts) the fresh skin hardens and revitalizes itself. If Saryn casts Molt, she should regenerate health for a period of time. 

 If the above were the case then I'd suggest the augment Regenerative Molt cause a small AoE healing effect for allies. Say something like "Saryn's molt releases healing enzymes that heal allies within range of it for 50 health per second for 7 seconds".

-Toxic Lash: Again, absolutely love this one. I think it is almost perfect though I'm not sure if it still has that helpful 100% status chance on hit. That would still be nice and would really help against shielded enemies and make good use of her passive. The effect need to be touched up though.

-Miasma: I was never a big fan of Miasma in any form. This one is alright and I really like the fact that she has an ult. that actually does damage though I always thought Miasma should be like this; Saryn surrounds herself in a thick corrosive mist clouding enemy vision and slowly melting away armor. She would constantly emit this mist from the growth on her leg for a duration of XX seconds and enemies currently in the cloud would panic firing in any and all directions while their armor would melt away at a speed dictated by strength mods. I always thought this would be cool for a melee based build where you could get up close to the more dangerous armored enemies with melee.

 

Overall I really like how Saryn can survive a bit more and be more than that brain-dead "stand and spam 2-1" as if she was a Team Fortress 2 Engineer camping their sentry. I still feel that she may need some tweaking though. Thank you for breathing life back into my favorite frame @[DE]Pablo

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Just a thought...could it be that DE finally fixed the synergy between spores and gas?

As we all know, the ability was supposed to set 3 spores on the cast and spread to up to 3 enemys per spore...meaning that destroying spores off a fresh spored target should've affected 9 enemys. Thing is, when triggered with gas, it never did. Rather then that, attacking a bunch of enemys made it spread to close targets that got them immideately destroyed too.. so a single cast followed by a gas procc was enough to cover the entire battlefield with spores.

 

Is that what so many are experiencing as poor spread right now? A working spore engine? 

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6 minutes ago, Xylyssa said:

I like this Saryn a lot more. I can actually play effectively as a melee frame like she was originally by design and enjoy not being killed instantly. 

 

-Spores: While Corrosive is nice I can't help but feel Viral suits this ability better. Spores spreading Viral as if it were a virus I thought was really suiting.

-Molt: Absolutely love the changes, although I still feel like Regenerative Molt should be part of the ability. If a creature sheds (or molts) the fresh skin hardens and revitalizes itself. If Saryn casts Molt, she should regenerate health for a period of time. 

 If the above were the case then I'd suggest the augment Regenerative Molt cause a small AoE healing effect for allies. Say something like "Saryn's molt releases healing enzymes that heal allies within range of it for 50 health per second for 7 seconds".

-Toxic Lash: Again, absolutely love this one. I think it is almost perfect though I'm not sure if it still has that helpful 100% status chance on hit. That would still be nice and would really help against shielded enemies and make good use of her passive. The effect need to be touched up though.

-Miasma: I was never a big fan of Miasma in any form. This one is alright and I really like the fact that she has an ult. that actually does damage though I always thought Miasma should be like this; Saryn surrounds herself in a thick corrosive mist clouding enemy vision and slowly melting away armor. She would constantly emit this mist from the growth on her leg for a duration of XX seconds and enemies currently in the cloud would panic firing in any and all directions while their armor would melt away at a speed dictated by strength mods. I always thought this would be cool for a melee based build where you could get up close to the more dangerous armored enemies with melee.

 

Overall I really like how Saryn can survive a bit more and be more than that brain-dead "stand and spam 2-1" as if she was a Team Fortress 2 Engineer camping their sentry. I still feel that she may need some tweaking though. Thank you for breathing life back into my favorite frame @[DE]Pablo

Saryn was fine before this rework and she's even better now, however I have to disagree that functionally and thematically I don't think there's any real basis that spores go back to being viral and miasma back to being corrosive. Mechanically it actually makes more sense to have it the way it now is, corrosive benifits from having multiple rapid procsas opposed to a quick burst, and viral doesn't get any real returns from being priced multiple times but real makes quick burst damage shine. And with corrosive she now has a proc for each element based on toxin (except gas which would be sorta redundant with toxic lash, maybe you could cram it on moot, for the lols).

Either way this is a pretty sizeable buff.

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@[DE] Danielle @[DE] Rebecca
Please forgive me that my mother tongue is not English. It may not be straightforward, but I personally don't understand the changes to saryn: Are you planning to make her a warframe based mainly on survival type patterns?
The new saryn's three skills seem to be forced to be bound with one of her skills. If you want to effectively use a skill, the three skills can be said to be indispensable, but in this I don't see development. The benign improvement of the lack of interaction between the so-called skills promised by all of you: the two skills are almost eliminated in the group, and the toxins of the three skills can be said to be optional.
Let's talk about one of her skills, a corrosive injury that needs continuous growth. It's easy to completely eliminate the grinner enemy's armor after a certain skill strength. It looks great, but it also loses the restraint of injury, compared to before the change. It lacks explosive damage in a short period of time and the operation is a bit too simple and brainless. When the monsters in the defensive mode are easily vacuumed, if the saryn outputs around a skill, the efficiency and damage are very worrying.
Finally, it is critical that the skills of saryn are no longer as effective as in the past to spread virus abnormal damage and toxin abnormal damage. I personally think this is very inappropriate, and this effect can effectively help the weapon to reach the range effect. Let saryn's damage grow by a leap. I think it's a very useful feature. Weapons and warframe's ability to feedback each other should not be so arbitrarily deleted.
About the operation before the saryn change I think several tutorials that are desirable can look here, because the publisher of the tutorial is like me, the native language is not English but the Chinese language may be inconvenient, but I hope someone can look at this (transfer from saliair )

Text tutorial:
Https://zhuanlan.zhihu.com/p/34760597?utm_source=qq&utm_medium=social

Video demonstration:
https://youtu.be/wwY4Ph2qAnM
https://youtu.be/eJ92DJgzw5U
https://youtu.be/JdA-AZOZcTM
https://youtu.be/5tXTo0P9XQs
https://youtu.be/SHJO9WDw74I
https://youtu.be/1n7nkM18l1A
https://youtu.be/n0SYAuUhUtw
https://youtu.be/5qAe2YgoE_Y
https://youtu.be/Vw4nvnUgt_A
https://youtu.be/8k-agioLw8g

I hope that developers can take a look at my views and treat your changes to saryn with care; thank you!

@[DE] Danielle @[DE] Rebecca
请恕我母语并非英语可能表达有些不够直白,但是我个人对于saryn的改动很不明白:你们是打算让她成为一个主要以生存类型模式为主的warframe吗?
新的saryn的三技能像是被强制性地和她的一技能进行捆绑,如果想要有效的使用一技能的话三技能可以说是必不可少的,但是在这之中我并没有看到开发者的各位所承诺的所谓技能之间缺乏的互动的良性改善:二技能几乎在组合中被剔除,三技能的毒素在这之中可以说是可有可无
再来说说她的一技能,一个需要持续成长的腐蚀伤害,超过一定技能强度后很容易完全削除grinner敌人的护甲,看上去很棒但是也随之失去伤害的克制性,相比改动之前,它缺乏短时间内爆发性的伤害而且操作显得有些过于简单无脑,在防御模式等怪物容易真空的情况,saryn如果围绕一技能输出,其效率和伤害都十分堪忧
最后就是关键性的,saryn的一技能不再像过去那样可以十分有效地传播病毒异常伤害和毒素异常伤害,这一点我个人认为是很不妥的,这个效果能有效的帮助武器打出范围效果也让saryn的伤害得到一个飞跃的成长我认为是个很有用处的功能,武器和warframe的技能互相反馈,不应该这样随意的删除
关于saryn改动前的操作我认为可取的几个教程可以看看这里,由于该教程发布者和我一样母语并非英语而是中文可能让人不太方便,但我希望有人能看看这些(转自saliair)

文字教程:
https://zhuanlan.zhihu.com/p/34760597?utm_source=qq&utm_medium=social

视频演示:
https://youtu.be/wwY4Ph2qAnM
https://youtu.be/eJ92DJgzw5U
https://youtu.be/JdA-AZOZcTM
https://youtu.be/5tXTo0P9XQs
https://youtu.be/SHJO9WDw74I
https://youtu.be/1n7nkM18l1A
https://youtu.be/n0SYAuUhUtw
https://youtu.be/5qAe2YgoE_Y
https://youtu.be/Vw4nvnUgt_A
https://youtu.be/8k-agioLw8g

希望开发者们能看看我的看法,谨慎对待你们对saryn的改动;谢谢!

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37 minutes ago, Valaska said:

This rework makes Saryn a pathetic one trick pony that can do one and only one game mode... Onslaught, a gameplay I don't even enjoy. ONSLAUGHT CANNOT BE YOUR TESTING GROUND!!! You NEED to test frames in EVERY friggen environment and mission setting! @DE.Rebecca please pass this along to Pablo, Spores need punch through or to ignore LOS!

Can attest to that to be honest.

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27 minutes ago, (PS4)CoolD2108 said:

As we all know, the ability was supposed to set 3 spores on the cast and spread to up to 3 enemys per spore...meaning that destroying spores off a fresh spored target should've affected 9 enemys. Thing is, when triggered with gas, it never did. Rather then that, attacking a bunch of enemys made it spread to close targets that got them immideately destroyed too.. so a single cast followed by a gas procc was enough to cover the entire battlefield with spores.

 

27 minutes ago, (PS4)CoolD2108 said:

As we all know, the ability was supposed to set 3 spores on the cast and spread to up to 3 enemys per spore...meaning that destroying spores off a fresh spored target should've affected 9 enemys.

What? No, 3 spores are spread PER enemy hit by the POPPED spore with Pre-S2.0. There was no limit to how many enemies could be infected by spores, the limit was how many spores could be on an enemy at one time.

27 minutes ago, (PS4)CoolD2108 said:

Thing is, when triggered with gas, it never did.

This would not happen even IF you did not used gas.

27 minutes ago, (PS4)CoolD2108 said:

Rather then that, attacking a bunch of enemys made it spread to close targets that got them immideately destroyed too..

You're not even talking about ST-PO you're bringing up old mechanics. Which were heavily debated in multiple topics. I'd suggest not bringing conjecture into the conversation about ST-PO, as no one knew the mechanics about how she worked Pre-2.0

27 minutes ago, (PS4)CoolD2108 said:

so a single cast followed by a gas procc was enough to cover the entire battlefield with spores.

You could do this regardless of a gas proc

Edited by Cibyllae
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11 hours ago, shootaman777 said:

I would change this to a mechanic where tapping 1 would cast more Spores even after Spores are already in place, and holding 1 would detonate Spores.  Adding more Spores to an already spored target would increase scaling speed. 

That's it!

They need to introduce a way for the spores to burst on their own, because running the map popping spores will be very painful!

Or hold [1] to detonate, or put a fixed duration to spore explode, 1 or 2 seconds.

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The main problem is everyone is only testign her on survival or onslaught where yes she does well after round 30+. Defense she falls flat and falls hard, o and if you have teamates who are good? spores will nevere spread for there killign everythign not you. so no spreading sporesa. makign 1 useless forgetable and useless

 

 

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Full disclosure, I didn't like Spores Spam Saryn, whenever I played her I went for a melee build. With that out of the way, I'm really loving this Saryn

If you set your spores but kill the target too quickly it all goes down the drain. But if you let the spores spread for a second then you can get ludicrous amounts of damage, as long as you get more enemies coming in. Makes her tricky to play as you can't just spam 1 to win, or else you lose all your progress. I've been testing her on Elite Onslaught and have gotten to 6K damage, it's amazing

Mold's speed boost is much appreciated and Toxic Lash applying to guns is great, and the new Viral Miasma is a great finisher

All in all, very pleased with New Saryn, will likely play more of her

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This is my feedback on saryn2.0

After and before the update

advantage.

There is no need for a team to carry a corrosive ring

Can reduce the enemy armor in a wide range

Spores without time limit

shortcoming

No capacity for outbursts

Weapons that require special configuration

Long cumulative injury time

1234 skills are unrelated. Skills and weapons are not associated

In summary, this skill is very bad.

The relationship between weapons and skills was replaced by 3 skills.

The choice of weapon becomes unimportant, because as long as the speed is fast enough, the scope is large enough.

As I expected hikou is back.

 

The following is about the influence

More than 35 weapons need to be strengthened because they are suitable for the original saryn., but saryn does not need them now.

Including, but not limited to, the following video.

 

 

At the same time, at least three warframe will be weakened by saryn.

Because the MOD1 skill damage becomes corrosive. So this will be a huge weakening for chroma. Because the toxic chroma will not be added to the strength of the skill. The MOD1 of the original saryn will be very important.

Including but not limited to the following video

I hope that the 1 skills of this saryn will be turned into before.

If saryn1skill does not modify I will delete warframe.

Because there's no place to study.

I will appreciate it if my problem receives due attention.

@[DE]Danielle

If there is a need for detailed study of previous versions, you can contact me.(Because I have deleted the warframe)

mailbox.1599327106@qq.com

Clicking on the following link alive

https://zhuanlan.zhihu.com/p/34760597

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58 minutes ago, Valaska said:

Her spores barely spread and are pointlessly worthless on anything other than Onslaught or Simulacrum... Its like whoever made these ignored 90% of the game and tested in exactly 2 areas... Oh wait, that's what happened :/.

This is why DE needs to stop having devs playtest thing, the developers are worthless for actually checking content and if something is good. Spores barely spread past 5-10 meters, enemies tend to be annihilated LONG before the damage ramps up, and the pods of enemies die so fast they won't spread to the next pod which is usually really far away. She is worthless outside of Onslaught and Simulacrum, pointless on POE etc. Boxes block Spores, Bodies, containers, room junctions, ribs on the wall, boxes/doodads, literally BODIES block spores from spreading.

 

To FIX these immediately, make spores no longer LOS bound... Again. Or add a 3-5 meter punch through. This patch was supposed to address the inconsistency in Saryn which was horrible, and it literally only took the one thing that was consistent for Saryn and made is EXTREMELY inconsistent. Pablo, man, buddy... I'm not pissed off or angry, I am extremely disappointed in you though... This is almost as terrible as the Ember rework which did nothing to address Ember's ability to RUIN low-level play, and actually ruined her high-level play.

This rework makes Saryn a pathetic one trick pony that can do one and only one game mode... Onslaught, a gameplay I don't even enjoy. ONSLAUGHT CANNOT BE YOUR TESTING GROUND!!! You NEED to test frames in EVERY friggen environment and mission setting! @DE.Rebecca please pass this along to Pablo, Spores need punch through or to ignore LOS!

Agree with you, It was very clear when Pablo was talking during the stream that they were worried about Onslaughts and it looks like they focused to much on it. as for the LOS, from the way the patch dropped I really hope this was a mistake and not a planned thing. As they changed Melee so it no longer passes through walls i hope the spore spread just happen to piggy back on some of this code which broke it.  for me  before the rework,  i was normally able to cast 1-2 spores in onslaught and keep it going the whole time. after the rework I'm spending way to much time spamming 1 to figure out if my spore or active or not (not being helped by the DMG Tick ui disappearing)  in onslaught its easier to keep the spores going.  but once you get in to survivals that start at ~30,  spores are just a waste,  once you hit about 40 they get a bit better but spread with LOS almost feels like a shotgun blast to knee cap. i spend more time mapping different area's and how each tile deals with spread that playing her isn't that fun.  I like Harrow and Nidus, but with Saryn, its almost like DE was to worried about the infinite duration than making the warframe flow. I would be Perfectly cool with reverting 1 back to the way it was( leaving corrosive in place) as apposed to the way it works now.  I really Like the way Pablo was thinking with this but i think that DE might have gotten super focused on the duration and onslaught that it just kill Saryn for the other modes.  if this is the case put a 30% chance to resist spread on onslaught mobs and make the warframe the way it was envisioned.  but playing Saryn solo in missions with shifting tiles is almost like playing Russian roulette, (am i getting a map that has good spread or am i going to get a map where i just have to use my normal weapons and 4)

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Either the rework is bugged or it just sucks or both. Spores seems genuinely useless unless you are playing solo. Either superior AOE abilities kill everything before you can spread any spores or enemies just die too quickly even at high levels for them to ramp up. Also getting completely reset instead of a decay between killing each group of enemies is pretty punishing. Also ran into issue of multiple saryns where it seems if one person can get a good spore stacking up it makes the others pretty worthless. Please let us cast spores on our molt again as a way to maintain stacks or provide a boost to stacks once the counter resets. It simply isn't a fun mechanic killing 3 enemies in  a group and then having to recast spores as everyone else was too far away. The instances in which it works well it can be strong but they are far too few to really enjoy playing saryn with spores as the primary damage ability. Restoring some functionality of the power synergy between spores and molt is the one way in which I think you could restore some of Saryn's former glory without just making spores as frustrating as it is now. 

Molt remains about the same which isn't exactly that great. The speed buff is ok but most of the time you need the speed buff to run away since molt still fails to attract enemy fire properly. Lots of time I pop molt and still end up getting shot multiple times before the enemies switch targets. Without regenerative molt it really isn't that useful as a defensive ability unless enemies are more attracted to it.  

Toxic lash is the one I ability I like the changes to. The increase in duration makes it so you can pretty much have it permanently on without that much energy drain and it adds a nice damage buff to both melee and ranged. Definitely something I will actively use whereas before it was often forgotten. 

Miasma is more or less the same. On low level enemies the damage type won't really matter when you just want to nuke them and higher level stuff you mostly just use it as a stun since you are hoping to kill stuff with spores or weapons. I didn't have much issue but I didn't use it all that much either. 

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9 hours ago, Rambit23Z said:

Just managed 9 zones on Elite Sanctuary Onslaught solo with just abilities and a non-slide melee.

This is a huge buff in Higher levels, level 100 Napalms melting everywhere. She is even more reliant on high enemy level and density than before, but for the amount of damage she can put out, it's entirely worth it.

Senpai pls share build senpai

 

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25 minutes ago, TaleTeller said:

Full disclosure, I didn't like Spores Spam Saryn, whenever I played her I went for a melee build. With that out of the way, I'm really loving this Saryn

If you set your spores but kill the target too quickly it all goes down the drain. But if you let the spores spread for a second then you can get ludicrous amounts of damage, as long as you get more enemies coming in. Makes her tricky to play as you can't just spam 1 to win, or else you lose all your progress. I've been testing her on Elite Onslaught and have gotten to 6K damage, it's amazing

Mold's speed boost is much appreciated and Toxic Lash applying to guns is great, and the new Viral Miasma is a great finisher

All in all, very pleased with New Saryn, will likely play more of her

Try not playing on Onslaught and see how well she's there you can't base her on a single game mode ignoring 95% of the game. For the record in a normal game i out dpsed and out killed  a Saryn with Mag.

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Ideas for further tweaking Saryn's kit

Spores

  • Make spores spread Toxin and Viral (and/or Corrosive?) procs again.
  • Remove the infinite scaling. Apply lesser scaling multiplier to Toxin/Viral(/Corrosive?) instead, to maintain DE's scaling idea.
  • Remove detonate-on-recast, reinstate detonation synergy with Miasma (see below).
  • Possibly swap Corrosive/Viral back with Miasma

These changes would allow players to seed multiple groups with Spores, allowing players to create effective areas of damage and status without requiring maximum range on every build. Allowing procs to be spread again reinstates the ability as a valuable debuffing tool that functions in more than one situation. The re-inclusion of procs also allows weapon damage to more rapidly scale Spore damage in low levels, and allows for powerful, heavy hitters such as Lanka to inject strong late-game damage into the Spore plague. Keeping a reduced multiplier to the procs damage over time maintains DE's desire to promote scaling damage.

Molt

  • Remove speed bonus on cast.
  • Replace speed with decaying damage reduction value. Damage reduction lasts 3 seconds (unaffected by duration), and % is affected by power strength (max 100%, since it decays). Decay rate is affected by duration mods. Damage reduced by this ability is added to Molt's health value, as per the 22.2.0 Molt change. Saryn is immune to status effects for the 3 second duration of the damage reduction.
  • Allow Molt to be a vector for spreading Spores. Spores can still not be directly cast onto Molt, but they can spread to it through normal means.

Molt is Saryn's escape tool, but speed bonus neither matches the theme of the power nor provides any significant boost to her survival. Giving her a damage reduction value for a short period allows you to more significantly use it as an escape tool, since damage reduction scales quite effectively until very late level. The decaying nature of the damage reduction and the hard-capped duration ensures that the ability doesn't outweigh tank-oriented abilities such as Iron Skin. Making Molt count as a target for Spore spreading allows Saryn to 'incubate' her spore stacks in between clusters of enemies, to maintain her damage bonuses.

Toxic Lash

  • Remove Block bonus while melee is equipped.
  • Integrate Contagion Cloud to Toxic Lash as a base ability. Replace with another Augment (such as AoE sharing of Toxic Lash to allies)
  • Increase Contagion Cloud damage and/or duration based on Saryn's percentage of remaining health. The lower her remaining health, the higher the damage/duration multiplier. Multiplier additionally affected by power strength.

Integrating Contagion Cloud with Toxic Lash removes a very weak augment from the game, without sacrificing the unique qualities it brings. Giving it increased damage/duration based on Saryn's declining health allows players to try more 'risky' builds, and gives Saryn a new play-style option. With the suggested Damage Reduction change to Molt, Saryn would have a significant enough defense option to not require a blocking bonus. The blocking bonus was also far too niche to be useful in general gameplay.

Miasma

  • Creates static cloud effect instead of one-use AoE burst. Four clouds can be active at once (like Snowglobe). Miasma clouds have no max duration.
  • Viral status chance and damage of Miasma begins at 50% capacity and decays over time. Decay rate based on duration.
  • Miasma detonates Spores again. Each spore popped within a Miasma cloud charges its strength back up. This includes Spores cast directly onto enemies within the Miasma cloud.
  • Possibly swap Viral/Corrosive back with Spores

Creating static clouds would give Miasma some much needed versatility. Long gone are her days of 4 spamming, so she should be tweaked to reflect that. Miasma clouds would allow Saryn to channel high DPS into bottlenecks or onto defense objectives, without stripping her of her main roles. Being able to deploy them and leave them allows Saryn to focus on spreading her spores, letting Saryn passively maintain her Miasma's strength. Having Miasma decay in power over time and begin at only 50% power ensures that they can't be distributed too widely and still be at maximum effectiveness.

Edited by Xarteros
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1 hour ago, Valaska said:

Her spores barely spread and are pointlessly worthless on anything other than Onslaught or Simulacrum... Its like whoever made these ignored 90% of the game and tested in exactly 2 areas... Oh wait, that's what happened :/.

This is why DE needs to stop having devs playtest thing, the developers are worthless for actually checking content and if something is good. Spores barely spread past 5-10 meters, enemies tend to be annihilated LONG before the damage ramps up, and the pods of enemies die so fast they won't spread to the next pod which is usually really far away. She is worthless outside of Onslaught and Simulacrum, pointless on POE etc. Boxes block Spores, Bodies, containers, room junctions, ribs on the wall, boxes/doodads, literally BODIES block spores from spreading.

 

To FIX these immediately, make spores no longer LOS bound... Again. Or add a 3-5 meter punch through. This patch was supposed to address the inconsistency in Saryn which was horrible, and it literally only took the one thing that was consistent for Saryn and made is EXTREMELY inconsistent. Pablo, man, buddy... I'm not pissed off or angry, I am extremely disappointed in you though... This is almost as terrible as the Ember rework which did nothing to address Ember's ability to RUIN low-level play, and actually ruined her high-level play.

This rework makes Saryn a pathetic one trick pony that can do one and only one game mode... Onslaught, a gameplay I don't even enjoy. ONSLAUGHT CANNOT BE YOUR TESTING GROUND!!! You NEED to test frames in EVERY friggen environment and mission setting! @DE.Rebecca please pass this along to Pablo, Spores need punch through or to ignore LOS!

Dude, there's no LOS in spores. I just did a kuva survival in the kuva fortress, whole map covered with spores. And just to be 100% sure before replying to this thread, I tested it again in the kuva fortress. Cast spores in one room, it spread to enemies behind a closed door in the next room. Why is everyone in these forums saying there's LOS on spores? Do you guys actually know how to use the new spores? 

New Saryn is tons of fun, I really like her. I miss the synergy of toxin procs being carried by spores, you could create some insane combos with that, but the new saryn is also very strong in the right situation. Kuva survival she effortlessly melts that entire map. 

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I have played with Saryn before and after. 

I appreciate the thought and work that mis have gone into it. But I'm sorry to say, I have fallen out of love with Saryn now in addition to Ember. The last couple of reworks of Warframes have weakened the things I enjoy the most. 

I'm disappointed in myself for setting expectations that went a different direction than DE intended. And saddened at the changes.

Particles: look great. But, visual/cosmetic is meaningless to me ultimately.

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9 minutes ago, --END--Rikutatis said:

Dude, there's no LOS in spores. I just did a kuva survival in the kuva fortress, whole map covered with spores. And just to be 100% sure before replying to this thread, I tested it again in the kuva fortress. Cast spores in one room, it spread to enemies behind a closed door in the next room. Why is everyone in these forums saying there's LOS on spores? Do you guys actually know how to use the new spores? 

New Saryn is tons of fun, I really like her. I miss the synergy of toxin procs being carried by spores, you could create some insane combos with that, but the new saryn is also very strong in the right situation. Kuva survival she effortlessly melts that entire map. 

Some maps spread Very well, others not so much. try playing Mot, some of the doors and obstetrical block spores.  other maps spores spread like wildfire. problem is that some tiles sets are just a nightmare to keep spore up others it works very well. normally the more open maps have less problems, the maps with more close quarters are more difficult. it doesn't seems like every object will stop it, but a good number will. 

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I've played her in a few elite onslaughts, mostly solo but did a pub as well. To add on to what's already being said, I think the reason spore spread mechanics seem to offer so many inconsistent reports and feedback is because the mechanic is buggy and not working consistently. Sometimes the spores spread to everything in range. Sometimes they do not. People are seeking various logical reasons as to why so they conclude things are blocking it or it requires LoS. I've been on a map and had it on 30+ targets and wind down to none even when there are clearly new mobs up in range of dying mobs. No reason. It just stops spreading. Sometimes it starts spreading again. Sometimes it doesn't. I have no idea why. For awhile I was convinced that there was a hidden cap in how many times a single cast could spread, but that doesn't appear to consistently be the case either. 

I'd also like to add again that having multiple Saryn's in a group feels terrible. Spores are a huge part of her kit. You can't spread spores with multiple Saryns. I got into a public game with 3 Saryns in the group. Spores will only spread to targets that don't have spores from any other Saryn. It doesn't feel right and should have been changed in her re-work. I also felt like enemies could only take damage from one Miasma at a time (IE: not stacking from multiple Saryns) but I'm not 100% sure on that.

Due to the horrid mechanics with multiple Saryns in a group, it's actually better to be solo farming focus in onslaught than in a group of 4 if there are multiple Saryns. This is because you spore block each other and have to re-apply spores more often, but don't know exactly when you should. Overall your clear speed drops because you're spending more time managing spores as you get spore-blocked (and spore-block others). 

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Right after the change I did an onslaught and I wasn't the only one testing new Saryn. We had 3 in thr group, our spores seemed to fight each other to some extent.

 

It would be nice if you could at have them work. Together a bit more so all can do Spore dmg.

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