shogun

joined 1 year ago
[–] shogun@dormi.zone 2 points 1 year ago (1 children)

I bet it was a bug caused by it being given its own steel path region.

[–] shogun@dormi.zone 2 points 1 year ago

From a lore perspective the sisters of parvos kill lots of tenno, so I assume the Tenet Arca Plasmor is canonically a really strong weapon. I don't think we ever got any lore about the base form / ambassador.

[–] shogun@dormi.zone 1 points 1 year ago (1 children)

I might change the passive up a bit, because this kit has a lot of methods of freezing enemies but not a lot to actually do with frozen enemies, outside of CCing them.

I think the passive could be something like 'inflicting an Impact proc on a frozen enemy shatters them, dealing cold damage equal to X% of their HP (scales with strength) in an area around them (scales with range)' It would encourage using impact-heavy weapons, which would be a fun niche.

It'd probably have to start as a small percentage and small range. Something like 50% of HP and 10% on acolytes/demolysts/etc, within an 8 meter range. The goal is more to make clearing groups of frozen enemies easy than to make damaging a single frozen enemy a viable method of crowd control.

[–] shogun@dormi.zone 1 points 1 year ago

I loved the archon weapons. Good stats, good choices of archetypes, and the special combos were awesome. It would be cool if we got more like them.

[–] shogun@dormi.zone 1 points 1 year ago (2 children)

The ninkondi prime is okay but we really need one with a gimmick. Ideally something that can take advantage of the massive number of hits per second the stance can get

 

I crafted the Ghoulsaw earlier for MR, and I was thinking about how it was the only weapon in its archetype. I was wondering if there were any other forgotten archetypes, so I decided to look through every melee weapon's release date. I ended up making this chart, which shows each melee type as a percentage of all melees.

It's not a perfect system, because the number of weapons in an archetype doesn't exactly correlate to their place in the meta. (I'm pretty sure more people are using gunblades and glaives than dual swords.) But it's still interesting to think about.

I decided to find which weapons have been releasing the furthest apart since the archetype was added. (Meaning days since the first one released divided by total releases.) For example, there's been a new set of Dual Swords every 208 days since the first one.

The Assault Saw didn't even crack the top three, those being:

Rapiers: 904 days between each release on average Claws: 820 days between each release on average Nunchakau: 710 days between each release on average

Rapiers and Claws have their place (those being finishers and the venka prime as a statstick) but I legitimately forgot that nunchucks were in the game.

Hopefully we'll get some new weapons in underserved categories soon. All I want is a tenet assault saw with some kind of energy blade. (And a buff to the stance. Please.)

[–] shogun@dormi.zone 6 points 1 year ago

I consider Caliban a bad warframe. He isn't bad in isolation, he's just worse than almost everyone else. He's probably in the bottom ten in my opinion.

Going through his abilities:

  1. His passive does not stack with Adaptation. It's an ability which encourages EHP tanking, but it gets invalidated by the best EHP tanking mod. It applying to allies is really cool - especially because it's affinity range - but it needs to stack to be worth using IMO.

  2. His 1, Razor Gyre, is unambiguously awful. Even Caliban fans call this one a helminth slot. The chance for a slash proc is cool, but the way its damage scales makes it generally unviable as a tool for killing enemies at higher levels. It can work at lower levels, but at those levels other warframes can clear trash better. (And it locks you out of his 3 and 4, which are probably his best abilities. That's the same problem Hildryn's 4 has, and nobody uses that.)

  3. Sentient Wrath lifting and applying damage vulnerability is cool, but any damage un-lifts enemies. It suffers from the problems of other CC abilities - if I want to do a full body animation to cast an ability, I might as well just kill the enemies. Also, for some incomprehensible reason, it has a target maximum. Meaning even if you wanted to build for range and duration, you also need strength if you want to capture a large group of enemies. The damage vulnerability is nice, but it's a little redundant to being able to full-strip armor/shields, since that's enough to kill everything in all content you'd bring Caliban to. If an enemy has no shields or armor, it usually just dies. And if you really need full strip and a damage vulnerability, you've probably reached a level where your passive and Lethal Progeny stop functioning at all, meaning you're going to be too busy dying to get use out of Sentient Wrath.

  4. Lethal Progeny is a great idea with mixed execution. I love the idea of summoning conculysts to recharge shields and draw enemy fire, but the lack of scaling and prioritization of attacking over shield regen kind of kills it. IMO conculysts should somehow try to match enemy level, and at least one conculyst should always be assigned to permanent shield-recharging duty. Overall it's still a fun ability, but its use as a form of enemy distraction is held back by the fact that it has a duration. If Wukong can have an infinite clone, I think Caliban can keep his sentient pals until they're killed.

  5. Fusion Strike is pretty good. The AOE full permanent armor strip is awesome, but the ability is a little long to cast, it's in a cone, and this is Caliban's main thing. Other warframes can armor strip better (like Hildryn, who can strip entire tiles in the blink of an eye with minimal interruption to your movement/gunplay.) It's a powerful ability, but it's not enough to carry his kit. It doesn't help that Tharros Strike is a helminth ability, which is also a cone-based armor strip that requires 200% power strength.

Overall he's just not great. He focuses on doing a lot of things badly instead of doing one thing very well. In a world where there are frames that can do lots of things very well, I just don't consider him worth using. There's never once been a single time where I've felt the need to use Caliban for something.

That being said, there's nothing wrong with using Caliban if you just think he's fun. Much like Atlas, he can perform well enough that you're not throwing by using him or anything. I just think he deserves massive buffs, because there's a great frame hiding in there that needs some work before it can really spread its wings.

[–] shogun@dormi.zone 7 points 1 year ago* (last edited 1 year ago) (2 children)

He's both sevagoth-level unobtainable and bad, meaning that by the time you get him you're guaranteed to have better options.

I love Caliban in concept and I really hope he gets some love soon.

[–] shogun@dormi.zone 1 points 1 year ago

The phrasing of 'must now ask' implies that this is a new standard and not a one off thing. RIP Alecaframe I suppose

[–] shogun@dormi.zone 1 points 1 year ago

Both his 1 and 3 scale based on weapons, so as long as they don't have any obvious problems (like a short range/duration on the 3) they should be good. 2 is survivability, which is nice, and his 4 will probably end up as a helminth slot (a la Sol Gate, Danse Macabre, and the other poorly scaling 'ultimate abilities' that frames get.)

The passive will probably end up being strong, given that Voruna's version caps out heavy attack efficiency, so this will probably do the same.

Overall I don't think he'll set the world on fire, but he seems to have a pretty solid game plan. And maybe his 4 will surprise us by scaling very well.

[–] shogun@dormi.zone 2 points 1 year ago (1 children)

I'm hoping it ends up being an additive CC buff like Arcane Avenger, which would help make more obscure melees viable on him.

[–] shogun@dormi.zone 6 points 1 year ago

Three main reasons:

  1. It's a cheaper mod. Easier to access, easier to max rank.

  2. Applying three or more status effects is a lot easier than it sounds. A typical melee has impact, puncture, slash, and some kind of modded element. This means CO will beat other options after a few swings. Some enemies will die before CO reaches its full effect, but you didn't need the extra damage on them anyway. CO is far more effective than Primed Pressure Point against the biggest and strongest enemies, which are where you need the most help.

  3. With a status primer like the Epitaph or Kuva Nukor, CO can produce a far higher damage multiplier than Primed Pressure Point. You can easily get 5+ statuses if you build right, which is a huge damage increase.

[–] shogun@dormi.zone 2 points 1 year ago (3 children)

Can you tell us their exact words? Screenshots of the support tickets might help, just make sure to black out identifying stuff

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