Warframe

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Pajeet frame
 
Good God, this operation is genuinely fucking awful. Like, even if we ignore the new game mode is a slog even with the changes, I didn't think I was wishing on a Monkey's Paw when I asked for DE to stop reusing the same Eidolon Arcanes for the shop. I'm going to do enough Nightmare missions to get what I need for the ephemeras and that's it. This is actually one of the biggest missteps DE has made in the past few years.
 
I logged in, said "that's it?", and went to do Archimedeans. Follie doesn't interest me at all, so a whole event based around her seems dumb.
 
I logged in, said "that's it?", and went to do Archimedeans. Follie doesn't interest me at all, so a whole event based around her seems dumb.
It doesn't help that the new update is the usual Bugframe. The first time I tried the new mission something glitched near the very end and the game refused to recognize any keyboard inputs (other than WASD, which would just result in running in place without actually moving), leaving literally no option but to alt-F4.

So not a good first impression at all, and that's not even evaluating the content itself.
 
It doesn't help that the new update is the usual Bugframe. The first time I tried the new mission something glitched near the very end and the game refused to recognize any keyboard inputs (other than WASD, which would just result in running in place without actually moving), leaving literally no option but to alt-F4.

So not a good first impression at all, and that's not even evaluating the content itself.
The buginess isn't exclusive to the new mode either, I've had shit breaking all over the game. Archon hunts, quests not unlocking or getting set as completed, weird desync issues, animations breaking constantly and lots more.

I haven't even tried the new game mode yet, but some of my friends told me it's the worst piece of shit in the game, almost uninstall-worthy so I've stayed away. Also, just reading about the constant stunlocking and slowdown was enough for me to just disregard the game mode completely. Stunlocks and stagger are the worst things in the fucking game. It's like having an ad-break in the middle of your game, and the only way to avoid it is to either only play specific frames, waste 2 mod slots, or log in for 400 days to get Prime Sure-Footed. Fucking DE retards.
 
I haven't even tried the new game mode yet, but some of my friends told me it's the worst piece of shit in the game, almost uninstall-worthy so I've stayed away.
It's very much less eldritch horror clawing into your dimension and more some fat tranny waddling after you screaming "WAX MY BALLS" while everything else wants to consent accident you. I've no interest in replaying the mission for the warframe or event rewards, so nightmare alerts it is. The Jade Shadows event was vastly superior in every way.
 
I think follie is a really uninteresting warframe, that is also just not very strong. Which is a shame because i dont think they put out such a questionable warframe since caliban (pre augment)
 
I think follie is a really uninteresting warframe, that is also just not very strong. Which is a shame because i dont think they put out such a questionable warframe since caliban (pre augment)
She can be pretty powerful, but with the caveat that you want to replace her 4 with Roar. Honestly, you should replace her 4 with fucking anything since it's a gimmick that slows down missions and does terrible scaling, unlike the barrel and arc traps in her 2. Yeah, the cold and blast barrels ignore defences and do 65% of enemy health. With enough Roar, you can basically one shot everything with them and the gas barrels do some work, too. Arc traps can also do work, through they still have the changes of normal arc traps instead of lasting for the full duration; that, combined with a bug involving DoT ticks means that a single arc trap "only" does like 98% of health damage but that's if your not using Roar.

The rest of her 2 is pretty mission specific, but nice to have regardless. Her first ability is also just better rolling guard with mobility [Ash found dead in ditch] and stagger. Her 3 can be repositioned as many times as you want without having to rebuild it which is unlikely since it caps out at 50m and kills add duration; in fact, if you void out of the map, you can avoid losing the build up by recasting it fast enough. Overall, she's a pretty solid caster frame that easily do work just running off ability casts while rocking a Huras or Shade for increased survivablity. Of course, if you don't wanna play her, that's more than fair. I just think saying a warframe that has the ability to drop tactical fucking isn't strong is kind of silly.
 
She can be pretty powerful, but with the caveat that you want to replace her 4 with Roar. Honestly, you should replace her 4 with fucking anything since it's a gimmick that slows down missions and does terrible scaling, unlike the barrel and arc traps in her 2. Yeah, the cold and blast barrels ignore defences and do 65% of enemy health. With enough Roar, you can basically one shot everything with them and the gas barrels do some work, too. Arc traps can also do work, through they still have the changes of normal arc traps instead of lasting for the full duration; that, combined with a bug involving DoT ticks means that a single arc trap "only" does like 98% of health damage but that's if your not using Roar.

The rest of her 2 is pretty mission specific, but nice to have regardless. Her first ability is also just better rolling guard with mobility [Ash found dead in ditch] and stagger. Her 3 can be repositioned as many times as you want without having to rebuild it which is unlikely since it caps out at 50m and kills add duration; in fact, if you void out of the map, you can avoid losing the build up by recasting it fast enough. Overall, she's a pretty solid caster frame that easily do work just running off ability casts while rocking a Huras or Shade for increased survivablity. Of course, if you don't wanna play her, that's more than fair. I just think saying a warframe that has the ability to drop tactical fucking isn't strong is kind of silly.
Thats a lot of words for something completely felted by sevagoth pressing 2 then 1. Most warframes in the game have tactical nukes.
 
Do they make any more warframes that aren't designed with forced synergy in mind? By forced synergy I mean you have to use 2 to make any use of 3 that gets your 1 to the point where it's useful just before 4. You're constantly cycling bad shit in order to make it better.

I don't hate synergy but sometimes it can be a nuisance instead of a possibility. I guess I miss simpler times. I have probably missed the last 10 or so new frames, haven't played that much for the last couple of years. I guess I want to know where the game is right now when it comes to this stuff.
 
Do they make any more warframes that aren't designed with forced synergy in mind? By forced synergy I mean you have to use 2 to make any use of 3 that gets your 1 to the point where it's useful just before 4. You're constantly cycling bad shit in order to make it better.

I don't hate synergy but sometimes it can be a nuisance instead of a possibility. I guess I miss simpler times. I have probably missed the last 10 or so new frames, haven't played that much for the last couple of years. I guess I want to know where the game is right now when it comes to this stuff.
I'm gonna assume you mean the last 10 frame part literally as of this post, so I'll try to break 'em down:
  • Qorvex: His 3 and 4 work on radiation procs, so you can have a primer companion/weapon do that for you rather than relying too much on the rest of his kit. His 2 is usually Helminth'd off since its narrow area of effect makes it very finicky to use (it does have a defense stripping augment, but enemies must be crushed by both walls for the augment to work).
  • Dante: Probably counts as the first example of "forced synergy" as his 4's effects are dependent on any two-spell combination from his 2 and 3 (so, four possible 4s). His 1 is the only safe Helminth option and is also an exalted weapon.
  • Jade: Her 1 inflicts a debuff that has synergies with her 2 (one of three buffs she can switch on the fly, killing debuffed enemies extends the duration) and 4 (channeled flight and an exalted weapon that makes debuffed enemies explode with the alt-fire). Her 3 has no direct interactions per se, but since it's an armor strip and exclusively lets her revive allies from a distance, it's clearly meant to work with her 4. Her 2 1 is usually sacrificed IIRC, since her 4 has a low chance of inflicting the debuff on hit.
  • Koumei: A weird one. DE designed her to be newbie-friendly, and they succeeded a bit too well. Very few of her ability stats scale with stuff like Strength, and are instead determined by a 5d6 she rolls every time she casts an ability (getting a jackpot on triple sixes, though these only work on her base kit). Occupies an odd gap in progression as she's great in the early game, dips hard in the mid-game, then rises again in the endgame because of how her 3 works (TEMU Mesmer Skin whose charges are based on the dice rolls and they only have a 50% to block damage, while a jackpot gives full protection). Because of how her abilities scale, her 1 (and her 4 to an extent) are usually sacrificed.
  • Cyte-09: A weapons platform through and through. His 1 gives him wallhack and punch through for the duration, his 2 reloads his current gun and gives bonus elemental damage, and his 3 gives him invisibility as long as he keeps scoring headshots. His 4 is an exalted sniper rifle, which works great with the rest of his kit, but you don't have to focus on it too much.
  • Temple: Totally not David Bowie rewards rythmic ability casts based on a metronome on his UI. Casting any spell (even stuff Helminthed on) at the right time reduces its energy costs and charges up his exalted 4, a guitar/flamethrower hybrid. His 1 gets overwritten because all it does is set enemies on fire (which the rest of his abilities do anyway). His 2 is a crit debuff on enemies and his 3 is a heal/bonus heat damage boost.
  • Skong Oraxia: A spider-themed ambush predator. Her passive grants her refreshable invisibilty as long as she regularly clings to walls, and her kit goes as follows: cast 4 to get bonus toxin damage to weapons and websling, find a nearby wall to latch onto, cast her 2 to group enemies together then her 3 to soften them up/spawn spiderlings on death, and finally cast her 1 to kill enemies at low health, then repeat the wall part. There's a ton of options to bunch enemies up, so I'd say her 2 gets tossed, and most builds rely on minmaxing her 4 since it also gives her a max health boost.
  • Nokko: Probably one of the most synergy-heavy. His 4 bounces off enemies, surfaces, and shrooms planted by his 1 and 2, getting more damage and crit chance as it does, so he thrives in target-heavy environments or chokepoints. His passive lets him revive himself if there are any planted shrooms nearby, which also forms the basis of his 3: shrinking down to fun(gi) size and effectively becoming invisible while restoring health (at the cost of limiting his options to basic movement). Since Helminthing it away doesn't affect his passive, his 3 is the most frequent choice.
  • Uriel: The demonic "reverse summoner": instead of telling his minions what to do, he more or less does what they tell him to do so he can charge up his 4: a room-clearing, lingering nuke that gets stronger for every enemy killed. If you don't like having to target specific enemies or making a short detour to get the buffs your minions generate, Uriel might not be for you. If you do give him a shot, you only have to worry about his minions being gated behind level-ups, and people usually remove his 1 (bonus flight for the duration) because his 2 (full heal for him and his minions) and 3 (sacrifice a bit of his minions' health to debuff enemy defenses) are too good to pass up.
  • Follie: Our latest warframe as of this post, the fat artist. Her identity revolves around her 2 (spawn specific items, with an optional emblem maker to make your own art/memes/slurs) as some of them not only scale with enemy level, but also ignore enemy armor. Meanwhile, her 1 is a teleport/status cleanse and her 3 reduces damage taken (for Follie and her allies) in its area of effect. Her 4 gets removed because it's a defense strip that makes enemies float to the ceiling: why bother dealing with that shit, when her most basic 2 is an exploding barrel that ignores armor?
 
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Why put effort into giving voruna a new cool animation for her 4 but then just keep her 4 shit?
 
Why put effort into giving voruna a new cool animation for her 4 but then just keep her 4 shit?
It was always good, as long as you had the augment. There was a glitch introduced recently where the 4 wasn't doing anywhere near the intended damage, which they fixed a day or 2 ago. Now its really good again. I do play her as a pure caster though (as in I have 100% 4 uptime with augment unless Violence shows up), so its fair to say I am building around it.
 
It was always good, as long as you had the augment.
That's the thing, though: it's really carried by it's augment. Honestly, the best way I can summarise her issue is that the damage buff from Arcane Arachne doesn't apply to her 4... despite applying to things like Pyrotechnics, Null Star, and Desolate Hands.
unless Violence shows up
Fun fact: the knockdown from Ulfrun's Descent applies to Acolytes... who seem to have no recovery animation... which means they just lie there while you claw their eyes out. So, if your fast enough, you can RKO that bitch and not have to worry about his silence.
 
Fun fact: the knockdown from Ulfrun's Descent applies to Acolytes... who seem to have no recovery animation... which means they just lie there while you claw their eyes out. So, if your fast enough, you can RKO that bitch and not have to worry about his silence.
It's very noticeable with Mania/Acolyte Loki, as he has the Scorpion's/Ancients' grappling hook complete with the "roll away to ragdoll them" counter DE added in a later update.
 
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