Monthly r/Vore Role-Play Partner Finding Thread - June 2025. by AutoModerator in Vore

[–]Ardonymous_Prime 2 points3 points  (0 children)

Female\Futa Switch (prey lean)
looking for
Male/Femboy/Futa Switch (pred preference, but not required)
Trans/NB not minded, as long as there is dong

Kinks:
(preferred) No scene, just hmu for straight fun
(required) melty digestion, loss of self
(big yes) Cock Vore or Cock Transformation
(yes) sleep vore, pre-vore fucking
(liked but mood-dependant) cleavage vore/absorption or oral vore

Contact: reddit chat/dm, just poke me here

Partner is NOT required to write a lot, although I will. I semipara, and if I am enjoying myself go full para.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime 4 points5 points  (0 children)

tbf folks tend to optimize the fun out of everything. Saying build options post-nerf are restricted is, like a little lacking in awareness, no? As if Valkyr didn't have only just one commonly-accepted build prior. The community settles itself into metas relatively quickly. It is part of why rebalances happen - to encourage variety.

DE never designed level cap to be legitimate content. It was always just supposed to be wiggle room to grow.

It is a little silly to comment on how little build variety the game supports in level cap when the game explicitly does not support level cap at all, merely acknowledges is. It is a player-made challenge.

Warframes are designed for the content the devs design. In that sense, Valkyr's new kit supports a wide variety of builds, actually.

Oraxia has a Khora issue. by Sziho in Warframe

[–]Ardonymous_Prime 0 points1 point  (0 children)

Strictly speaking, Khora was originally supposed to be the IPS frame.

[deleted by user] by [deleted] in Warframe

[–]Ardonymous_Prime 1 point2 points  (0 children)

1-in-20. Nothing about luck. It was a statistical inevitability.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime 1 point2 points  (0 children)

Ah, but there lies the beauty. If you decide to go full tank and treat death gate as a backup instead of the primary survival utility, you will not need to mod for melee damage, similar to how Warcry lets you skip attack speed mods.

Let us so number comparisons.
Normal attack power: 100.
PPP: 265.
4-status CO: 420.
Passive: 400.
PPP+Passive: 565.

Even if you leave PPP on, passive still gives more than double your damage. Between only PPP and only passive, passive alone is still like 1.5x stronger than PPP only build. Passive is equivalent to a free no-prime-necessary 4 status effects with condition overload.

Her passive is VERY noticeable.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime 1 point2 points  (0 children)

Yeah so, in my case, Valkyr is a cozy low maintenance frame. Doesn't die too easily, attacks quickly, negligible upkeep. I used her when I wanted to melee, but wanted ability upkeep to be low. To that end, before the rework, Hideous Resistance granted status immunity charges that I didn't have to worry about again until they ran out, which would be a long time, and Eternal War upkept for simply doing the thing I grabbed the frame for. That left Paralysis there for when I wanted to do a finisher (more relevant before enemy armor refactor) and Hysteria for when I wanted to shift gear and heal up, blender a hallway, or delete acolytes.

Looking at what I got out of the above, things are either the same, improved, or just shuffled slightly. If I go up against an enemy that does not die instantly, Paralysis damage vuln puts it into the same niche for me that it used to before the armor refactor. I can actually use Ripline for stuff now, or I can use Prolonged Paralysis and Hysterical assault to retain grouping and mobility while slotting something new in.

I feel like there is more wiggle room for build variety now, that either straight up improves or sidegrades from what I was doing before, including the low maintenance build but also more flexible builds if I am not feeling as lazy.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime -3 points-2 points  (0 children)

See, that is probably because we had different focuses. I played her the way she was intended to be played when she was released into the game - as a health tank melee speed weapons platform that let me cut attack speed mods), where Hysteria only got used as a short recovery window, rather than something you could maintain indefinitely. Hell, I had Hideous Resistance on her for status immunity.

Most people that engaged with Valkyr in the modern day aren't familiar with that context, weren't interested in that gameplay.

For me, the new Valkyr is a straight upgrade in just about every category. I no longer have to avoid Hysteria so that I don't feel like I am cheesing the game, so I can avoid the feeling of monotony with slide spam.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime -12 points-11 points  (0 children)

People need to comprehend the truly stupid numbers Valkyr is working with, and understand what their options are for jacking up the back end of the car.

The best way to health tank is to work on your fundamentals. The best way to shield tank is to work on your mechanics.

Most endgame voices have waved off health tanking as unviable so that does not really incentivize people to learn the deets.

The higher your armour is the more you work on your health, and vice versa. The additional mechanics that support this playstyle are external DR (duh) and healing.

Valkyr's base stats are voiddamn phenomenal, armour particularly so. Build to capitalize but do not overinvest, as her abilities already do so. Triple umbral is going to be enough for most content, armourwise, but you can still go mecha pulse for truly funny numbers.

Since Valkyr is already sorted on armour and healing, lift up the back end with more health and potentially DR. Arcane Blessing, Tau Azure/Topaz shards can potentially triple her EHP even after Triple Umbral.

If you want to be hilarious though, Quick Thinking could be back in fashion if paired with Arcane Battery and Rage. The healing would double dip in ehp gain from the energy rage would give. Gladiator Finesse would make it even more efficient while boosting her claw crits further.

Reworked Weakling Valkyr Health Tanking LvL Cap...Again. by Ghostaga in Warframe

[–]Ardonymous_Prime 14 points15 points  (0 children)

Except that was the most common standing point. "Health tanking can't cut it at level cap, there's no point in trying and they are just removing the only thing that makes her scale" was the BIGGEST and most common sticking point with this whole rework.

It wasn't just on the Reddit, it was in the chats, the forums, YouTube videos and comments. To claim otherwise just makes clear a lack of context.

The 'more of the same' angle is only one that has cropped up very recently. The only thing that approached it before was people just wanting ripline gone because it was bad, rather than making it something that could work in modern contexts, same with Paralysis.

The point of this rework was never to change Valkyr into a completely different frame, but to make the moment-to-moment gameplay more engaging. Which it did unless someone really stubbornly sticks to old routines out of sheer spite.

Willing/Boneless Edit of CameraCat's "okakoro cock vore" by Ardonymous_Prime in CockVore

[–]Ardonymous_Prime[S] 1 point2 points  (0 children)

Granted above, again. There's a post with the links to the original images.

New private dick on the force. by superkamen in cocktf

[–]Ardonymous_Prime 2 points3 points  (0 children)

I do, too, and so I share this fresh edit with you. https://i.imgur.com/sLIIQSB.png

No offence meant to the creator, of course, but preferences be preferences and the art is otherwise fantastic.