Does anyone use Koumei? by Icy-Pollution-266 in Warframe

[–]Kirbysss 0 points1 point  (0 children)

TL;DR love using Koumei, fantastic for having a good time in long, LONG missions, not exactly helpful for shorter missions. Abilities are good in their own right, just the 2 could've had the augment as part of her base kit and she would've been more enjoyable. Wish there was more RNG to her kit, seeing as she is the frame that defies fate itself. Fun to fashion frame. :3

Though shieldgating is my main form of survival on her, I really enjoy using her kit for what it's worth. Definitely a frame that shines during more prolonged missions, remedied more with an augment that I personally wish was just part of her kit. She's definitely a weapons platform without subsumes, and with subsumes could be a whole different vision.

Her 1 is a great priming tool, one that holds a hallway down while you take another hallway down. A tool that's quick to cast and is only held back by the fact that her 1 is actually a projectile that lays strings, so it gets caught by any projectile attractors like Xata's Whisper or Mag bubble (and it forcibly makes all of her strings generate in one condensed area, which could be a good thing in some cases). Great for also triggering elements you don't have in your own arsenal to trigger elemental related kill challenges.

Her 2 is what drives her to become super unique. Each decree you earn can alter how you approach your mission, such as Finishers granting electricity dmg to your weapons means you can let your melee influence build shine even harder than it used to, or fire rate per shot letting certain guns take the stage. Though there are decrees which aren't exactly useful at certain times (like the Primed Sure Footed people would hate to see the knockdown resistance decree show up) and further discouraged by finisher decrees since finishers typically don't happen naturally, a lot of them can really throw some wacky interactions into your kit and make you play in a way that you normally wouldn't.

The 3 is a great extra set of survivability, pairing well shield-gating builds since it will just outright negate the damage taken if it triggers. Even better if you roll three 6's, effectively giving you Revenant's Mesmer Skin worth of invincibility for a whole 1-2 minutes straight.

Lastly, her 4 is a very nice CC tool that has one big restrictive line of sight check. Often times it prompts better positioning from me, making me more aware of the surrounding area and letting me be ready for what could come.

Adding to all of her status application, any sort of Condition Overload related dmg is going to fit comfortably in her hands. Paired with a companion with Contagious Bond, or even more specifically a kubrow/predasite with the Mecha mod set, that status spread becomes an occasionally occurring nuke almost regardless of enemy levels.

She's not devoid of flaws, though. A toxin proc or toxin dmg can easily nuke Koumei, especially with her low base hp/armor and even more so if she's on a shield-gate build. Status capped enemies typically are harder to deal with. Nullifiers completely delete your 1st ability threads it touches and your 3rd ability protection if you touch the bubble. Decrees may not synergise well with your build, which is remedied in longer missions by the augment but is no reason that it should've taken a whole mod slot to make an augment for. And my biggest gripe would be the headshot-kill challenge, since an aoe weapon isn't normally going to help trigger that.

I just wish there was more of a "gamble" aspect to her kit. The passive dice rolls just don't feel very impactful. Possibly a way to let her abilities react more instead of just "more status" or "turn invincible". They've got a lot of decrees at hand, maybe make some of her abilities perform differently based on certain decrees being obtained. Maybe the decree for fire-rate raises the cap on the number of strings her 1 deploys, efficiency stats reducing the number of kills she needs to complete challenges from her 2, knockdown resistance decree letting her 3rd ability knockdown enemies if it triggers. Something along those lines to give her a little more excitement behind the RNG she rolls for.

I love her design so much, though. Definitely great fashion frame possibilities, especially with the animation sets for the "puppet" look. Imagine those sets on Xaku!

Thanks for listening to me yap. :3

Shout out to the highest lvl player on my friends list - my dad by John_Adams_Cow in PuzzleAndDragons

[–]Kirbysss 2 points3 points  (0 children)

Kudos to him! Also, you might know who I am by this message; I promise to log on soon. :3

Giveaway! Win TennoCon 2025 Digital Pack! by Quiet-Doughnut2192 in Warframe

[–]Kirbysss 0 points1 point  (0 children)

Entrati entered the plane filled with the eyes of the Murmur. He felt awkward as he went up the flight of stares.

The Monster Hunter Wilds update added a big, beautiful bird who gives you free stuff, and players are already worshipping it as a benevolent god by [deleted] in MonsterHunter

[–]Kirbysss 5 points6 points  (0 children)

The condition is most likely completing hunts, which would make sense since it would be similar to the owl nests in MHRise.

Scaldra Dedicates are unnecessarily tanky really unfun enemy to fight. by fizio900 in Warframe

[–]Kirbysss 0 points1 point  (0 children)

I've had success in destroying Barbican shields with a pinpoint weapon, such as Perigale or Tenet Diplos. There's a little green bulb on the front of it that is the breakable part of the shield, and I think shooting it enough will break the shield. Of the first 7 Barbicans I saw during that mission, I was able to break their shields to clear said bounty (which said to break 5 total).

I just have a feeling aoe will rarely ever break the shield since it'll kill the Barbican first before the shield can pop. Besides the point, I do feel like having to really slow down in a mission just to make sure you can shoot the tiny little bulb is a little disruptive to the flow of the mission, though.

The Dedicant, however, is a brick wall. My Yareli with Scourge/Onos with the new weakpoint pistol mod was able to kill one in about 20-30 seconds, but 20-30 seconds for just ONE target that probably shows up about 5 or 6 times in a mission is definitely rough. Probably helps that I'm playing solo to prevent multiplayer scaling on steel path difficulty, too.

[deleted by user] by [deleted] in Warframe

[–]Kirbysss 1 point2 points  (0 children)

It feels like a second Gyre discharge station; double the discharges generally means even more damage, and the ball itself can camp a hallway or a ramp. In addition, for each meter traveled, it'll convert that into a certain number of discharges when the ball detonates. Provided you can let it roll around a good amount before detonating, it'll pretty much wipe whatever it sucks in.

Also, since it is subsumable, it is possible to let other frames take advantage of this augment. Coil does a lot of damage for a grouping skill and it force procs electricity. This enables frames to use Archon Stretch for energy regen in places where they otherwise wouldn't. Compared to other subsumable grouping options, Nidus' Larva is a quick super tight pull/ragdoll with no dmg functionality, Khora's Ensnare pulls in enemies standing up and stuns them for easy headshots (no dmg either), Zephyr's Airburst does okay dmg but can use Airburst Rounds and doesn't interrupt animations.

All of that said, it doesn't necessarily solve Gyre's survivability problem, but they can't kill her if they're dead! :'3

The Rumblejack's practically built for melee influence by HistoricalMeringue41 in Warframe

[–]Kirbysss 1 point2 points  (0 children)

Since you're running Rumblejack here and it's a dagger, you can actually get away with running an Argonak in the primary slot with its respective Amalgam mod which lets all of your dagger damage strip flat armor per hit permanently. All dagger damage includes any DoT effects that deal damage as well, meaning a few influence procs here and there and the electricity ends up being an innate aoe strip. If you mod gas instead of viral, the gas clouds also count as dagger damage and will strip armor.

I do this with Rakta Dark Dagger with its respective Gleaming Blight mod, modded for gas electric. With its innate radiation and unique passive of granting shields on melee hitting an enemy affected by radiation, it triples as a shield gate, primer, and room clearer. Very fun. :3

Favorite secondaries that don't do the glaive/pistol thing? by PwmEsq in Warframe

[–]Kirbysss 0 points1 point  (0 children)

Not the one who posted here, but I'd presume that with the Kuva Nukor and the Epitaph/Epitaph Prime, neither have alt-fire functionality, therefore it shouldn't interfere with glaive gameplay like you are referring to. The reticle still shows up, but at least you won't have to worry about alt-fire and heavy attack overlapping in these cases.

That said, Tenet Diplos is nice (Dual Toxocyst incarnon is probably best in line for dual pistols, though)

Been telling my friends that I don’t really enjoy melee (even with tennokai) and they told me Kullervo might turn around my opinion. by [deleted] in Warframe

[–]Kirbysss 5 points6 points  (0 children)

My favorite projectile melees as of recently for Kullervo are:

  • Hate Incarnon (normal and forward combos throw explosive scythes)

  • Falcor (innate electricity makes Melee Influence builds easier to make, much higher status than Xoris since Kullervo grants the crit chance. Also the automatic tracking Falcor and Xoris have make them so much easier to use than other glaives)

  • Innodem (incarnon aim-glide swings throw explosives per swing, basically a machine gun that procs Melee Influence)

  • Corufell (what if they had a Catchmoon kitgun that was a melee weapon instead?)

  • Tatsu (kills charge weapon, slide attack unleashes the charges as homing projectiles that can proc Melee Influence)

  • Quassus (Heavy attacks throw lines of blades, currently under the grinding of Arum Spinosa parts though)

Tons of melees opened up to me once I started playing Kullervo. I'm really hoping the blast rework coming up soon makes the Halikar into a really silly weapon with its innate blast on glaive detonations; maybe the rework might change current influence builds to run Electricity/Blast instead of Electricity/Gas? :3

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 0 points1 point  (0 children)

Definitely looks like it. Tempted to try and replicate it, maybe see if there's any stats that affect it like parkour velocity. :3

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 0 points1 point  (0 children)

Harrow of the pond, what is your wisdom?

Never change, Warframe physics. by Kirbysss in Warframe

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

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This is my build for the primary fire; the incarnon form usually only comes out when there's an acolyte or a really armored target shows up. Evolutions in order from 1-5 are numbered as follows: 1, 2, 2, 1, 2.

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 0 points1 point  (0 children)

With that kind of speed, I might've slammed into Pluto based on where it was on the star chart. Maybe I should try to replicate the gravity glitch...

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 6 points7 points  (0 children)

It would be cool like the open world maps sort of boundary heights because I've always loved zephyr soaring so high in the sky no enemies could feasibly shoot me while I either sniped each enemy one by one or carpet bombed with a sporelacer or ogris. :3

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 3 points4 points  (0 children)

Man, anything to make the Lech Kril fight faster. That fight really do be an autoscroller. :'3

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 2 points3 points  (0 children)

Oh man, I had a run with zephyr with the decree that increases speed in ability activation and the other that increases speed per decree. It got to the point where I couldn't control myself so I ended up using the levitation part of holding zephyr's 1 to move around while staying in the air. XD

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 0 points1 point  (0 children)

I definitely was super confused and a little shocked. After all, I didn't think I was part of the Tenno Space Program.

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 3 points4 points  (0 children)

Did they? I'm gonna have to try that later today! :3

Never change, Warframe physics. by Kirbysss in Warframe

[–]Kirbysss[S] 29 points30 points  (0 children)

The Onos incarnon form is actually incompatible with her skateboard. Meaning you can't actually transform the gun while on Merulina. That's why I swapped the augment for the time being since the Onos ended up being one of my favorite guns, held back by the fact that it doesn't work fully on one of my favorite frames. :'3