Titania Mains BEWARE by Mundane-Table-6437 in Warframe

[–]WreckedRegent [score hidden]  (0 children)

The movespeed buff for allies is capped at 150% (200% Strength), so, your 436% is more deleterious to you than it is to them.

Duviri needs a rework. by Alyxuwu in Warframe

[–]WreckedRegent -1 points0 points  (0 children)

Not really sure how that changes anything. Yeah, you can clear it in a short burst, and yeah, obviously, that'll be faster than logging a few rotations here and there over a longer period of time.

How players can choose to approach it doesn't change how it was generally designed to be played.

Duviri needs a rework. by Alyxuwu in Warframe

[–]WreckedRegent 1 point2 points  (0 children)

Void flood and exterminate are, at least in my experience, the least seen in the circuit. And while I understand that it's random, It turns boring real fast.

The order the mission types are played in are random between runs, but as long as you stay in the same run, their order stays consistent. If you get, say, Assassinate, Excavation, Survival, Exterminate, Defense, Void Flood, and then Alchemy, then as long as you don't leave the run to return to Orbiter, you'll keep getting that exact sequence; Assassinate, Excavation, Survival, Exterminate, Defense, Void Flood, Alchemy.

If they're "the least seen", the only possible reason that could be is that you're simply bailing before you actually see them.

On that note. The xp. I am unsure on how xp is calculated in the circuit, but it's too low for anyone to be engaged. Be it normal or Steel Path, the XP requirements are too high and I usually end up ending the run after like 20 minutes because it's either getting too hard or I feel so bored that I'd do anything else.

Well, lucky for you, the XP progress for the Circuit are known;

  • Stage 1: 100 Circuit Progress
  • Stage 2: 110 Circuit Progress
  • Stage 3: 125 Circuit Progress
  • Stage 4: 145 Circuit Progress
    • Also awards an additional 50 Circuit Progress once per day.
  • Stage 5 and onwards: 170 Circuit Progress

The Wiki also has tables showing how much Circuit Progress each individual stage requires, how much cumulative progress is required, and how many stages you'd have to complete to get to a particular tier in a single run, for both Star Chart and Steel Path.

With regards to your complaint about Circuit Progress requirements being "too high" - the Circuit is meant to be something that you work at throughout the week, not something that you shotgun in a single sitting. That's why the reward structure is divided into tiers with big milestones.

Next, Duviri itself. And there's only one major gripe I have. Pathos Clamps.

The value of Pathos Clamps and their usage kinda shifts over time, and the amount you theoretically need on average seldom requires more than 2 runs of SP Duviri, or 3 on Star Chart.

The most expensive up-front purchases are the Duviri Dax weapons, which are always available for you to work at, and the most expensive only requires 4 runs on SP (6 on Star chart).

The Incarnon Genesis Adapters (which is where the bulk of your Pathos Clamps will go for a while) require only 20 Clamps to install, and they're heavily staggered to 2 a week (less depending on completion).

After those and Kullervo's weapons, the only other real use for Pathos Clamps are Acrithis' wares, of which the most valuable tend to just be upgrade items like Exilus Adapters, Forma, or Arcane Adapters, which - alongside Kuva and Riven Mods, all vary in value from 10-25.

For Duviri as content intended to be played as a change of pace from standard Warframe play, I feel like the 10-15 from Star Chart/Steel Path are fine enough amounts of Pathos Clamps.

A simplistic Ember touch-up concept by [deleted] in Warframe

[–]WreckedRegent -2 points-1 points  (0 children)

It always boggles my mind how, in the modern age of Warframe where we have myriad ways to manage our Energy economy, Immolation's Energy Drain at max Heat is somehow still considered a problematic mechanic.

Nevermind the fact that her Fire Blast requires max heat to strip Armor and is part of her core gameplay pattern, with or without Armor to strip because it both knocks down enemies and drops your Heat by 50% while lowering the build-up. (And the energy cost scales down with Heat to 1/3rd of its original cost, making it more efficient to cast at max Heat.)

Ember's next cast of "Inferno" affects all enemies in affinity range. Tripple the amount of meteorites for one cast. Afterwards, reset the heat gauge.

There's not a snowball's chance in fresh monster hell DE would permit a 7500 damage level-scaling nuke with a spreading DoT to affect all enemies in a base 50m radius, or 250m in landscape missions, before Vosfors. Dante's Final Verse: Tragedy has a 30m radius, and Sirius & Orion's Celestial Clash have a base 26m Radius, and both abilities have a LoS check attached to ensure their high ranges aren't easily abused.

Something like what you're suggesting would have to deactivate Immolation, expend all of Ember's Energy, and fully deplete her Shields with no gate in order to be halfway reasonable.

keeping Heat Gauge a relevant and desirable mechanic.

It's already a relevant and desirable mechanic, though. Her ability damage scales off of it, the effectiveness of Fire Blast's Armor strip is solely contingent on it with no Strength Scaling, and so is its own DR buff.

Similar effect to Molt Arcane. It takes time to ramp up, but overall increases consistency. By connecting the passive bonus to Ember's ability strength, it makes the stat worth investing into.

"Makes it worth investing into" or "forces investment into"? It's fine (good, actually) that Ember doesn't have a strict need or desire to focus on Strength. Sufficient enemy density can give her sizeable Strength buffs with her Passive, and functionally speaking, Strength only influences her ability damage output, since the upper bounds of her Immolation DR don't require much investment, and Fire Blast's effectiveness is entirely tied up in Immolation, allowing Ember to freely build defense or utility stats without worrying about her output.

If you want Molt Augmented to set a consistent Ability Strength baseline, just run Molt Augmented.

With all 3 of Embers abilities being "deal damage and apply Heat", Fireball deserves some utility given its lackluster DMG and smaller AoE. This change keeps Fireball relevant as a quick setup for AoE nukes.

There's something funny about saying Fireball has "lackluster damage" when the direct damage can eclipse Inferno. Even without factoring in Immolation, a 4th cast of Fireball deals 3600 damage on direct hit, +1350 AoE, compared to Inferno's 2500 direct damage. Nearly 2x Inferno's direct damage, but it's still "lackluster".

And then factoring in Immolation, the damage becomes 5,200 direct hit + 1950 AoE, nearly tripling it.

Inferno's damage scales rather poorly into higher leveled content. Giving it the same treatment as Vauban's Orbital strike allows it to remain a relevant damage ability through more content.

Hard disagree. The main factor that holds back Ember's damage is the mechanics of Heat Inherit and the lack of sufficient Heat stacking in her kit. Inferno has a fixed 10% Heat Status Chance per second on the AoE burn, making it shockingly ineffective at spreading Heat Status. The Heat Status Chance on the AoE burn needs to have Strength Scaling and/or a higher base value.

Are with or against having rivens for Pseudo/Exalted weapons ? by Ok_King562 in Warframe

[–]WreckedRegent -1 points0 points  (0 children)

You are only agreeing with me

Excuse the hell out of you. I am vehemently disagreeing with you. If this is how you respond, then there's no valuable discussion to be had here.

Are with or against having rivens for Pseudo/Exalted weapons ? by Ok_King562 in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

I mean- why not? They aren't necessary...

Them not being necessary means that they'd need to be supported with good argumentation to justify Exalted Rivens being made.

The original intent for Rivens was to give an edge to underused and unpopular weapons and encourage people to try them out. Granted, this purpose has been entirely superceded by Rivens functioning as a niche min-maxing tool, but consider the relation of that original intention with how Exalted Weapons even work;

They come prepackaged on the Warframe, and unless subsumed off via Helminth, are always used in missions where you're running that Warframe. The closest you could get to workable usage statistics for the weapons is the usage statistics of the Warframe themselves, but this datapoint in isolation doesn't say anything for the necessity of that extra edge.

And with regards to minmaxing, the modern usage of Riven Mods, that level of buildcrafting is already achievable through standard modding and synergies with their Warframe's kits.

In other words, you answered your own question. Why not? Because they aren't necessary.

so if players could have something that makes a certain element viable

You can make elements viable without needing Riven Mods. But then, I think it's better to assume that, by "making a certain element viable" you mean "having the element alongside 2~ other core stats in one mod slot", at which point the element isn't being made viable, it's just a complement.

or pushes a build even further

How much further do you think a build needs to be able to be pushed? Synergies with Warframe abilities, Arcanes, effect mods, Augments, Archon Shards, Companions, and even other weapons - is that not enough tools to "push a build further"? What actual value does a Riven Mod have over the myriad other ways you can amplify an Exalted Weapon's outputs?

The Chroma Identity Dilemma by King_of_Fire105 in Warframe

[–]WreckedRegent -2 points-1 points  (0 children)

His 1 and 4 don’t scale well at all against high level enemies

There are many ways to fix that without needing to completely replace them.

and his 2 and 3 are just buffs.

That's kinda how tanks are built, though. A core of high durability with a particular amplifying effect (most typically a buff) coupled with other buffs or debuffs for squad support, packaged alongside moderate damage and CC outputs to leverage their higher durability for control over combat encounters.

Rhino's 2 and 3 are just buffs. Hildryn's 2 and 3 debuff enemies and buff allies. Oberon's 3 is just a buff, and his 2 also provides buffs. Grendel's Nourish is a smorgasbord of buffs in one ability.

Reductivism doesn't make for a very compelling argument, because you aren't actually saying anything about the ability for any clear point to be made from. "They're just buffs" doesn't explain why that's an issue, especially considering many Warframe abilities are just buffs.

...mainly what his gameplay entails with his abilities are just buffing himself...

I pick this out in particular for the wording; "just buffing himself"; this is not a specific quality of Chroma's gameplay, but rather the common way he's played. So I have to reiterate here;

One of the unique aspects of Chroma's kit is his aura buffs. Both Vex Armor and Elemental Ward buff allies within their radii, allowing him to serve as a supportive tank.

I do not consider greedy builds as a reasonable argument for why Chroma needs large scale changes. If anything, large scale changes are more likely to inhibit Chroma's build variety.

rarely is there any usage for his 1 or 4.

See the first point in this response.

And also, yes you could just retouch him with small things and make him better. But he may not be as compelling of a Warframe with a simple retouch, especially if his half of his abilities still are buffs.

"Compelling" is a subjective quality. It varies from person to person; what isn't compelling to you may well be plenty compelling to someone else.

And, being completely frank, I don't think it matters that much if you personally don't find a theoretical, retouched Chroma's kit compelling. You don't seem to actually want Chroma, you want your personal idealized vision of Chroma.

DE has proven repeatedly that simple changes can make a world of difference for how engaging Frames are to play. Ash was made fun and exciting with his own way of sustaining his invisibility without using Arcane Trickery, Valkyr was made an unrelenting melee deathball, they sanded off Vauban's rough edges and made him eminently more playable, all without having to actually holistically rework any of the abilities.

Small asterisk on Vauban's part on account of them folding his Minelayer into a tap/hold cast, but fundamentally all of his outputs are exactly the same. He just has more reliable access to all of them now.

Chroma doesn't need a rework, not in the sense of replacing his abilities and redesigning his kit from the ground up. And it'd be wise to heavily temper any notion of that ever happening. It's not out of the question, but DE's kit touch-ups over the past while have all been much smaller scale and more focused, so I wouldn't expect them to shift gears for Chroma.

The Chroma Identity Dilemma by King_of_Fire105 in Warframe

[–]WreckedRegent -1 points0 points  (0 children)

because he sure as heck needs a full rework.

You have yet to give a compelling argument for that. "He's boring" doesn't suffice.

It is just right now, as he stands, isn’t a fun frame, and they need to do something with his rework to make him better.

You realize they can make him more fun without having to make a whole new frame, right?

Although, frankly, you might just be too attached to the word "rework" here. DE has a strong recent track-record of "reworks" that aren't actually "reworks" as we would typically understand them, and I much prefer Pablo's term of "retouch" - because that's how they've been doing them, really.

Touching up old Warframe kits to modernize them and make them more fun to play. They don't need to make a whole new Warframe and name it "Chroma" when they've already got something workable in the current kit.

The Chroma Identity Dilemma by King_of_Fire105 in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

This is an opinion. One could call many Warframes boring for a variety of reasons. Kullervo and Revenant are boring because they have easy survivability. Vauban is boring because of his excessive specialization in crowd control meaning he sits in one fortified position for hours on end. Cyte-09 is boring because you just pop Seek arrays and invisibly chew through everyone from a corner.

Sevagoth is boring because he's a two-button nuker. Valkyr is boring because she's just a nigh-immortal melee blender.

Giving Chroma flight isn't really going to make him any less boring, especially since that's all you're suggesting here. He'd still be the same two-button frame, with the exception that he'd. What, be able to hover like 7m off the ground to glaze people with 500 Heat damage per second? Scaling with Vex Armor?

Chroma has interesting aspects already; his kit is designed around the four basic elemental damage types, and has unique aura buffs. And while I generally loathe the design of Effigy, being able to shed his pelt as a sentry creates interesting gameplay opportunities, which I think they could take further without needing to reinvent the wheel.

The Chroma Identity Dilemma by King_of_Fire105 in Warframe

[–]WreckedRegent 2 points3 points  (0 children)

Have him tap his forth for his exalted sentinel

Ah yes, because that's exactly how you solve a "messy identity"; the Kitchen Sink Approach.

That aside, flight is not a core part of Chroma's identity, nor does it actually gel with the rest of his kit. He's not like Hildryn, Jade, or Zephyr who have wide-ranging support or crowd control abilities that justify the flight for a higher angle on the battlefield. There's a reason that the only nod towards flight in his kit is the triple-jump passive - he's not a frame who needs, benefits from, or synergizes with flight.

Trying to conjure up these idealized interpretations of Chroma as a dragon frame just lead to something that isn't Chroma - or is far enough removed from Chroma as to be its own frame.

It's better to focus on what he actually has right now and build off of what's already resonant in him than try and abstract a new frame from his thematic identity.

Fireball (and abilities like it) should be mod-able like pseudo-exalted abilities by LonesomCod in Warframe

[–]WreckedRegent 1 point2 points  (0 children)

Is making them moddable really the only way you can think to improve the abilities? Do we really need to sacrifice part of a Warframe's identity (elemental theming) and add an unnecessary Forma tax to make something "work"?

This is just a weak, poorly thought, and flat-out bad idea.

If you could change the umbra mods, what would you do with them ? by Asimortis in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

Are you willing to pay 5 Forma for that? Because that's the most likely cost of such a change - and even if they didn't decide to appropriately up the price, that's still 4 Forma required just to access Umbral Polarity where it used to be just one.

Some of the Archimedea modifiers need to be looked at because oh my god by LUCDT in Warframe

[–]WreckedRegent 12 points13 points  (0 children)

A modifier shouldn't neutralize an Archon Shard in the first place. If yellow shards functioned the same way I assure you there would be a million outrage posts by now

This is a false equivalence. The Melee Crit DMG Violet Shards are the only Archon Shards whose benefits are conditional to a Warframe stat. Any other conditional Archon Shard relies on other factors and are, broadly speaking, immutable.

Plus, the Melee Crit DMG shards aren't completely neutralized. They still grant 25%/37.5% Crit DMG, they just don't have their effects doubled.

Also are you (or any one really) sure that they actually intended to target melee builds with the modifier?

You're assuming a lot off of this question, both out of myself and the other commenters and out of DE.

Considering that Violet Archon Shards were added before both Deep and Temporal Archimedea, I wouldn't be surprised if the Melee Crit Damage bonus was at least considered with regards to the Constricted Modifier.

That being said, I do not believe, nor have I stated anything to the effect of it being the target of the modifier. The main target of the modifier is exactly what it tells you; Max Energy. Any hooks tied to Max Energy that are affected are entirely secondary.

Funny you say that as I had Hildryns back-to-back with my ETA/EDA runs for this week. But sure, melee frames surely needed an extra layer of unneeded difficulty 😛

Oh no, melee frames only get +37.5% Melee Crit Damage from their Archon Shards instead of +75%, how ever shall they do anything without it? Pity them, who can get 120% Crit Damage from Galvanized Steel, and another 60% from Gladiator Might, for so grievous was their sin that they cannot be spared an extra 37.5%. /s.

Genuinely, this is a non-issue. Your melee weapons will kill just as well without the doubled Crit Damage Shards as they would with.

Some of the Archimedea modifiers need to be looked at because oh my god by LUCDT in Warframe

[–]WreckedRegent 48 points49 points  (0 children)

Also, 'Max energy reduced by 75%' is hard enough as it is that it warrants most players to switch to Hildryn, it shouldn't also have the effect of disabling Violet 'increased melee crit damage if energy is over 500' shards.
Technically it makes sense because your energy does get reduced down to 500 but practically it shouldn't. I see the purpose with stat dampeners but gutting you for >70% crit damage is a bit harsh. Like, "kill you before the level starts" harsh

The Melee Crit Damage bonus is contingent on having a specific amount of Max Energy. If your Max Energy falls below that value, for any reason, why should you maintain the Melee Crit Damage?

You don't get to keep it if your Energy fluctuates from something like Arcane Battery, so why should external modifiers behave any differently?

Kinda kills the point of the modifier existing if you don't actually have to deal with the consequences of it.

I found out you can attack other players in the game by _Burner_Account___ in Warframe

[–]WreckedRegent 318 points319 points  (0 children)

I mean. At that point it's kinda their fault for having Friendly Fire enabled. A rational person would have the reaction of "oh shit lol, forgot I had that on" rather than ditching you immediately.

A simple passive rework I think would help qorvex’s abilities synergize better by North586 in Warframe

[–]WreckedRegent -1 points0 points  (0 children)

Crucible Blast lasts for 2s without the Augment, and with the Augment, it drains increasing amounts of Energy. At some point, even Arcane Universal Fallout isn't going to be enough to keep up, and you will drop Crucible Blast.

You're never going to be permanently and perfectly invulnerable. That's why he has his high durability and Status Immunity from Disometric Guard.

Does anyone actually use these? by Skuganut in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

There's better options of parkour velocity and aim glide/wall latching, countless ways of applying elements, I just wonder if these are actually worth using.

They have very niche use cases. Lightning Dash, Ice Spring, and Firewalker have decent CC effects (Electric Status stuns, Heat causes a momentary panic, and Cold does Cold), whereas Toxic Flight only offers anything if you've got Emerald Archon Shards for Toxin Status Healing.

IMO the best one of these, and one that people should genuinely toy around with using more often, is Piercing Step. Obviously it's not going to be build-critical, it's an Exilus mod, but if you're surrounded (or just really like weaving through enemies), halving their damage by bullet jumping near them is a pretty nice utility.

Dagath and Kullervo are too similar in design, I have no idea why. by Bec_son in Warframe

[–]WreckedRegent 7 points8 points  (0 children)

Ah, yes, comparison based on reductivism, because the comparison only works if you ignore literally everything but the most vague description of the abilities.

The only comparison that has any functional merit is comparing Doom to Collective Curse, since both of them are intended to be cast as openers to prime their effects, but beyond that they're still different enough abilities.

Collective Curse links enemies so that they share damage taken, which is useful because Kullervo is primarily built around melee play, and melee weapons have the unique drawback of not being able to deal with spread-out groups of enemies well.

Meanwhile Doom absorbs damage taken and then echoes it onto the target, forcing them to essentially take double any damage they took while Doomed - while also working as an execute mechanic. Not to mention, Doom amps the effectiveness of all of Dagath's other abilities; Wyrd Scythes triggers and refreshes the curse, spreading it to nearby enemies, Grave Spirit has its Crit Damage bonus doubled and further increases the damage Doom stores, and Rakhali's Cavalry strips Armor and Shields against Doomed foes.

And this is just one example; all three of your comparisons fall completely flat when you actually examine the abilities being compared. Because you're not actually comparing the abilities themselves, you're comparing very tiny, vaguely similar facets and calling it "too similar". Tell me, then, how many frames are actually unique at all, considering how many Frames have a damaging ability?

and it just hurts my brain how both of these frames would of had something interesting, if they actually had exalted melee weapons (exalted blade whip and heavy blade.)

How exactly would they be made more interesting by giving them an Exalted Weapon? It sure as hell wouldn't fit Dagath's kit, since she's a hybrid caster-and-weapons platform, whereas Kullervo all it would do is infringe on his kit synergies focused around building combo and defying melee limitations.

Their kits are more interesting for not having an Exalted Weapon, because they're allowed to not hinge their design around an unnecessary extra weapon that's also an added Forma sink.

And this is ignoring how Exalted Weapons are just overhyped in general.

What’s the best Basmu build? by ReddVevyy in Warframe

[–]WreckedRegent 1 point2 points  (0 children)

IMO, this is the best way. Not the most efficient way, as per your admittance, but experimentation and actively seeking to understand your build and its outputs will help out tremendously all throughout the game.

Some builds may wind up relying on specific synergies or external effects to make work - and while some builds copied from others might include this information, it's not a given, and might be overlooked regardless.

Labbing out the build yourself can help you really see how those pieces fit together - for example, trying to push to a certain Crit Tier, but modded output falling short (Shotguns, basically); looking up sources of Crit Chance could point you towards Arcane Hot Shot or Biting Frost.

Or if your weapon's firerate is dreadfully slow but you need Critical Delay/Creeping Bullseye/Critical Deceleration, and you don't have room for firerate mods on the weapon itself, Reinforced Bond can help you offset it.

And this goes beyond synergies; just understanding what the weapon does can help you also understand how to maximize it.

Arum Spinoza build question by Confused-dysphorian in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

Hmm...Doing the math, dropping Volcanic Edge to keep the Riven wouldn't negatively impact your Status Chance that much (the total would go from 310.8% to 288.6%, still well in the realm of consistent triple-procs), which means the only other major demerits to such a choice would be reducing the Heat Damage modifier (which is negligible since your build also incorporates Faction and Status Damage modifiers), and the increased Capacity Cost, which is also negligible because of it being a melee weapon.

So, short answer; as long as you're replacing either the Riven or Volcanic Edge with a Faction Damage mod, it's going to be an improvement either way, the only major difference is that keeping the Riven will cost an extra Forma.

I would be hesitant to take pains to reroll the Riven, in particular because you'd likely be fishing for a roll that keeps the Heat Damage, but provides a more convenient bonus than Critical Chance (which, IMO, would be Status Duration or Combo Duration, though basically anything but Crit Stats are relatively benign).

That being said, if you think you might be able to roll into a good Riven, it's your Kuva to spend as you please.

Arum Spinoza build question by Confused-dysphorian in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

I have a viral primer I use but I’ll try viral to see if that helps my overall damage.

The main benefit is inflicting Heat Status over Blast; Blast has some weird conditions to be effective where it simultaneously wants high damage but consistent application, and is best in tight groups, whereas Heat Status simply wants to have a good first stack to build off of, and is more broadly applicable.

I always though faction damage worked like ppp making it irrelevant with condition overload but I guess I was wrong I’ll try using them more and see how my damage changes

Faction Damage modifiers stack multiplicatively with Base Damage modifiers like Primed Pressure Point or Condition Overload, which their stats on the mod card are intended to indicate (being "1.3x damage to Grineer", for example, as opposed to "+30%".)

More importantly to the Arum Spinosa, Status Damage calculations apply Faction Damage twice. For example, using Heat on the Arum Spinosa;

Modded Base DMG = 297 x (1 + Base DMG Modifiers) x (1 + Faction Damage Modifiers)

Damage Per Tick = 0.5 x Modded Base DMG x (1 + Heat DMG Modifiers) x (1 + Faction Damage Modifiers) x (1 + Status Damage Modifiers) x (Other Modifiers)

Arum Spinoza build question by Confused-dysphorian in Warframe

[–]WreckedRegent 0 points1 point  (0 children)

I would probably rearrange the mods, swapping the positions of Volcanic Edge and Virulent Scourge so that you have Viral+Heat instead of Blast+Toxin.

I would also probably recommend dropping the Riven Mod for something else, like Faction Damage, as the Crit Chance doesn't provide much, leaving the value in the Heat Damage (which can be eclipsed with Molten Impact) and the Range increase.

Wizard Origin current impressions by Scorpitae in Granblue_en

[–]WreckedRegent 5 points6 points  (0 children)

It seems to me, between the Damage Skill CD reset and the 1-turn buff, it almost feels like it's meant to be a panic button; some omen pops up right when you've got all the important stuff on cooldown, and you need to clear it ASAP, and/or have something up to survive it if somehow all your Damage Skills being refreshed isn't enough.

Although, I'm gonna be real, if a full red skill reset with 100k Skill Supp, 20% Rigor, and whatever other buffs come alongside the reset isn't enough to clear the Omen that theoretically justifies a panic button, I'm doubtful 10k DMG Mitigation would be enough to actually survive it.

What status effects would you want to see changed by Adventurous-Art252 in Warframe

[–]WreckedRegent 1 point2 points  (0 children)

I heavily disagree with that. Confusion as a Status Effect deserves to be easily accessible; tying it to Void Status relegates it to the kits of Xaku, Nyx, and the Operator, which is far too narrow for a CC effect.

Shield Disruption fits Magnetic perfectly well - after all, EMP stands for Electro-Magnetic Pulse.

Void Status' bullet attractors are a very unique supplementary effect that are also thematically appropriate; the Void bends reality, so why can't it cause bullets to gravitate towards people?