• 6 Posts
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Joined 1 year ago
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Cake day: June 15th, 2023

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  • I consider Ivara the Swiss Army Knife Warframe. If there’s some miscellaneous task to be doing (mining, fishing, Riven challenges), Ivara’s the one I’ll use. She’s versatile and useful. Her headshot bonus from her stealth, and Navigator shenanigans, begin to shine if you’re ever up against any tough single target enemies where it matters (Disruption/Cascade)




  • SabreWalrus@dormi.zonetoWarframe@dormi.zoneFun Pairings
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    1 year ago

    I’ve been having a lot of fun with Dual Toxocyst Incarnon on Zephyr specifically. Her augment Airburst Rounds provides base damage, so it frees up the gun Arcane slot away from Merciless/Dexterity/Deadhead. So in the Arcane slot I put Cascadia Overcharge for extra crit chance while Overshields are active. Her 3 generally protects the Overshields and guarantees she can maintain them. She also gets another crit chance boost from her passive whenever her feet aren’t on the ground, and being up in the air aim gliding above enemies gives easy access to headshots, plus the grouping from her 2 helps the Dual Toxo’s richochet. Just feels all round great, very fun to play






  • Ahahaha, yeah, sometimes the recruit chat isn’t fruitful. When my friends list is empty I recruit teams in EUW quite frequently, and usually get enough bites, but some nights are dead. People are obviously more willing when there’s a Mod Booster involved. I always make sure to note that inexperienced players are welcome in the recruiting message, so I’ve had a lot of runs go well where it was people’s unexpected first level cap, but I’m always happy to reset earlier if people are struggling

    If you’re EUW look out for me - I sometimes recruit off NA too when EUW is quiet, but I try not to too much so I don’t subject teammates to higher ping




  • Trinity gets to boast a fun little niche as a Boss Unit killer, with the % health damage in her kit. High Strength (300+), very low Duration, with a Viral primer. Prime your target with 10 Viral stacks, cast Energy Vampire on them, and watch them explode. The main places where you’d utilise this are against Demolishers in Disruption, and Thrax in Void Cascade, though you can also pair it with the Marked for Death Helminth subsume to turn it into an area nuke. Due to the % health damage it doesn’t fall off as levels go up. It’s very silly and very fun. Not super practical, as with such low Duration only your 2 and 4 remain viable in her base kit, and you’re limited on what you can subsume, but grouping abilities are generally fine with low Duration so remain a good subsume (and the crowd control from pulling and displacing enemies can be vital to helping you survive in Void Cascade. In Disruption you generally run Vazarin so you’re fine, Void Cascade encourages Madurai)


  • Since there is the Phoenix Renewal for the health side of things, maybe Renewal could get another augment that adds some kind of shield replenishment to the ability. I feel like DE would probably make it slightly too conditional to be super realistic in actual gameplay, (like every enemy killed on Hallowed Ground restores X shields while Renewal is active) but I’ve always thought augments should lean more into slightly changing the way an ability works rather than just providing a buff. When it provides a buff, it ends up feeling mandatory in builds, and it can get annoying that it wasn’t just baked into the ability to begin with


  • I totally get what you mean with health tanking falling off, but if Renewal renewed shields it would also kind of clash with Oberon’s bread and butter Hunter Adrenaline builds. He’s one of my favourite and most played, but I know hit kit is very clunky, and if you want to do anything active (lots of 2 and 4 casts for frequent armour stripping, or big range Hallowed Reckoning builds) he gets very energy hungry very fast, and you can’t always guarantee aggro from enemies to get energy back, etc. He’s needs a modernising touch to smooth out his gameplay, but I always get very torn on what should be changed. Renewal having a drain cap like Gloom seems like a no brainer, Smite is actually a cool ability with some fun niche synergies so I wouldn’t want it changed drastically, and the combo of Hallowed Ground and Reckoning is fine, just clunky and expensive. He suffers a lot from wanting all stats, and sometimes struggling to weave in desired augments. He already feels great to play in the sense of bringing so much utility to a team - Phoenix Renewal, extra armour, status immunity/cleanse, rad procs for soft CC, armour strip, damage buff with Smite Infusion - so I’d only want tweaks to be small

    Trinity desperately needs a modernising touch too. There isn’t really any justification for her short timers anymore. I really enjoy playing a min duration Marked for Death Energy Vampire nuke build, but I know it’s super memey hahahaha. If I ever get her in Circuit paired with a weapon that can prime with Viral well, I grab her and take that build every time. Her Well of Life is nice in theory but another jank ability that gets Helminthed over every time, so it could probably be reworked into something entirely new that could freshen up her kit a lot. Her augments need another look over too - Abating Link should just be baked into Link in some way imo, and Champion’s Blessing relies on actually healing allies which is impossible to guarantee, as even if you’re playing support heavy and watching teammates’ healthbars, you’re probably using it to reset their shield gates rather than actually healing them. Vampire Leech is great at least

    I really, really want them to revisit Equinox and modernise her too, because the kit is way too cool for how janky and unrewarding it feels to play in its current state. I totally agree with your suggestion about being able to mod Day and Night separately, right now it feels like making too many sacrifices to use both, and the fast pace of the game means when I want to switch between them the moment has kinda passed by the time I pull off what I was trying to do. So I just tend to run with either Day or Night depending on what I feel like and what I want to do, but other frames can do what Day and Night do better. She was my first Prime so I have a soft spot for her, and I want her to be better. One thing I will at least always adore her Day form for is Zealoid Prelate




  • At the very, very least, I would like his 4 to just hold enemies still and rooted to the ground, rather than flailing them around. It’s as annoying as swinging enemies in a Khora dome, and there’s no easy solution like the Khora actually using her whip. We’re away from the aoe Bramma/Zarr spam meta now, we’re in the precise headshot Incarnon meta :^)

    I feel like his 1, 2, 3 all need some sort of extensive rework and possibly larger changes. Undertow is a cool idea but just… lacking in any oomph. Tempest Barrage’s cast time is too long. Tidal Surge just lacks oomph again. Any stronger and interesting synergy between the abilities would be better than what he’s currently got




  • Quatz and Amprex could be cool. Increasing Amprex usage could upset a few people using it as a stat stick for the high Riven dispo, but lots of people are moving towards Ceramic Dagger for their needs (which has had its interaction with pseudo-exalteds survive multiple updates so far, Xoris was changed very quickly). Plus Amprex’s own Incarnon evolutions could make it even better of a stat stick at the sacrifice of slightly reduced dispo

    Quatz is a cool little pistol, and its gimmick of changing to burst when ADS is interesting. Would be interesting to see how that could be incorporated into an Incarnon, giving it some dual evolutions that are different depending on auto/burst. It needs an overall stat buff to stand up in SP, which an adapter could give

    But if we do get any more adapters in the future, please no more Heat on Incarnon forms. I want more variety. Vastly increased IPS damage and status chance could actually be interesting, since increased Impact could weigh you towards Internal Bleeding/Hemorrhage builds that you couldn’t pull off without the adapter, increased Puncture can guarantee better crit chance break points, and increased Slash can drop Hunter Munitions from a build



  • I’ve found the Miter Incarnon most fun out of all the new gun adapters. A lot of them, especially the auto rifles, are very much just “press alt fire to add more damage”. I’m not complaining because running around with a buffed Braton is super fun, but it’s not exactly anything super special

    Phenmor feels the most satisfying to use. I think the animation change to archgun when you go into its Incarnon mode just makes the transition more stark and rewarding. I have a soft spot for Laetum too considering how much I’ve used it for specific things

    I’ve always loved Sancti Magistar so I’m very happy with the adapter for it. It just gives the weapon a buff so it can keep up with the times. The extra Bleeds on Impact procs is very welcome


  • Volt was my starter and has remained one of my favourites throughout all my playtime. The little rework he got to allow primaries to also be used with his 3 when carried, and to stop his carried 3 draining energy, was just perfect. He’s my favourite to pick up and run through some SP fissures with. Makes gunplay very fun since the frontal shield gives you some breathing room to aim at what’s in front of you, and doubled crit damage is amazing