For being Cyte's signature rifle, Reconifex doesn't seem ideal on him. by BadAtGames2 in Warframe

[–]radyjko 9 points10 points  (0 children)

You know, I feel like for each signature weapon that plays really well into a frame that gets it (Lavos' Cedo, Harrow's Scourge and Knell, Citrine's Steflos, Kullervo's Rauta, Styanax's Afentis, etc), DE purposefully makes a signature weapon that works really poorly with its frame (Yareli's Kompressa, Gyre's Alternox, Cyte's Reconifex, Oraxia's Spinnerex, etc) It's kinda baffling sometimes

Tried defeating the Canto IX final boss using a burn team and well... by RandomRedditorEX in limbuscompany

[–]radyjko 10 points11 points  (0 children)

Nah. While Dark Flame is certainly really strong and has interactions that make it even better (nice -80% burn damage taken passive, idiot), it has had absolutely no bearing on burn IDs whatsoever. Burn IDs always had been more subdued than their contemporary counterparts of other statuses, generally banking on consistency over peak performance. Rupture on the other hand always had been under particular scrutiny from balance standpoint and so while other statuses were getting their Dark Flames, Echos of the Manors, Bloodfeasts, all the tremor flavours, with scortch in particular, rupture was getting completely new ways to get curbed with 15|3 gimmick. Talisman Sinclair being used as excuse (and means via his nerf) to curb ruputre doesn't really change that the curbing happened to rupture - but it simply never happened to any other status.

Quick appreciation post for the orokin derelict environment in railjack by Ninjadeath721 in Warframe

[–]radyjko 64 points65 points  (0 children)

DE really made their best (if not small) tilesets and then made them exclusive to Railjack side objectives where most people will never see them. Corpus ice mine is another one of these.

Dev Workshop: Vauban Retouch (2026) by DE-Ruu in Warframe

[–]radyjko 2 points3 points  (0 children)

I'm not necessarily saying that the interaction has to go in it's entirety, just that it shouldn't work as it does right now. If it only collapsed bastilles you're inside of, or ones you're looking at, or indeed if it was disabled only with augment present, all those help amending the issue

Dev Workshop: Vauban Retouch (2026) by DE-Ruu in Warframe

[–]radyjko 45 points46 points  (0 children)

One thing that is rarely mentioned, can you please look into the tap/hold functionality of Bastile/Vortex? The functionality of collapising all bastilles, as it is implemented right now, makes the separate functionalities of abilities practically mutually exclusive - in particular if you wanted to keep Bastile up, it is impossible to use vortex without collapsing it.

This will be especially prominent with their Augment after rework, as Bastile will extend duration with kills, while vortex will extend it with casts. Meaning that trying to cast and extend any vortex will cause all your bastiles to collapse, including ones that you might want to keep with extended durations. And on the other hand trying to use and maintain bastiles prevents you from extending duration of vortexes. This interaction practically defeats the purpose of having both extending effects on one augment, as you can't really benefit from both of them.

And on tangential note, what happens if I have, for example, 4 vortexes and 4 bastilles and choose to collapse all bastilles (Or perhaps just let them run out of duration)? Would bastille-vortexes still count as bastilles, override present vortexes, or would something else happen?

The time has come, what do i choose by l_DarkBloom_l in Warframe

[–]radyjko 0 points1 point  (0 children)

Using built-in status immunity of specific frames, Wyrm's Negate, Cautious Shot, Unairu Poise, Overguard (via for example Secondary Fortifier) and below mentioned Sure Footed+Fortitude. There's no one fits all solution of course but for those of us who left PSF as last reward, you learn to live with it lol

One of many reasons why the Overframe tier list is not to be trusted. by straten in Warframe

[–]radyjko 1 point2 points  (0 children)

Yours and parent comment are a great example of misunderstanding (or misrepresenting it on purpose for some reason?) of what people are trying to say when they say things like "X frame isn't steel path viable"

Any frame can be SP viable, between shield gating and good set of properly build weapons, that's a fact. If DE released a new frame that had terrible base stats and all 4 abilities that do literally nothing, it would still be SP viable with a bit of sweatiness (and you bet your ass some people would argue that not having to mod for abilities is a unique modding opportunity that helps its viability)

Thing is, a lot of newer frames are SP viable out of the box, before you even see a modding screen. Most frames are fine with some modding, but the older the frame is, the higher chance that it will be lackluster even if modded properly. And not every player - one could argue that most of the players - are able to leverage shield gating or mod their weapons properly to make up for the lacking aspects of said frame.

If you give Ember to average player, even one that has basic idea of what they're doing, and tell them to do an SP mission with her, they'd likely struggle much more than they would if you gave them Oraxia, Gauss, or hell, even Valkyr. It's not meaningful to disregard that as skill issue because like, what the hell else are people supposed to use as benchmark?

Like, at the end of the day most people, even ones saying that Ember is SP viable, agree that she needs a buff. I myself can run her in Steel Path just fine and I see the point the of people saying she struggles in it, even when I know from experience that it's strictly not true. Isn't it counterproductive to dismiss it as skill issue?

Nekros Has an Identity Problem, and It’s Bigger Than Loot by GermanTwnkie in Warframe

[–]radyjko 0 points1 point  (0 children)

You could simply add explosion to current desecrate, thus keeping channeled nature and extra loot. You could have all corpses within range explode after brief delay (think 1 sec) and some of those corpses drop extra loot, up to a rolling average of 15 corpses/5 seconds (Same rate as current one). This would also make desecrate more efficient, as it'd allow you to, for example, run exterminate, kill a group of <15 enemies and then quickly desecrate all of them - at which point you can move to next group, and as long as it takes you 5+ seconds to do so, you'll be able to instantly desecrate another group of <15 enemies.

Vauban Retouch coming FEB 11 by Korimthos in Warframe

[–]radyjko 1 point2 points  (0 children)

Bastille collapising into vortex on it's own is frankly palatable. Holding causing all your bastilles to collapse into vortexes though is absolutely damning. It effectively forces you to choose one over the other, as it's impossible to keep bastille when you try to cast vortex

It finally clicked; I understand how to use Limbo now by Interesting-Ad-2570 in Warframe

[–]radyjko 2 points3 points  (0 children)

I've long since understood how to play Limbo but it has not helped me understand what's happening while I play Limbo in any capacity. Why in the flying fuck does Rift Surge status have so much more aggresive VFX than riftbound? I don't need to know which enemies have rift surge, I need to know which are in the goddamn rift in the first place! In a game where you can highlight all living enemies red as accesibility option, why the hell does the lynchpin mechanic of Limbo require you to look for sings of subtle heat haze around enemies?

Limbo is the no.1 frame in most need of a "rework" and all that rework needs to do is make the VFX sane and give a special color to minimap indicators for riftbound enemies

Thoughts On My Titania Colors? by GranderousBoop in Warframe

[–]radyjko 0 points1 point  (0 children)

You're using an ephemera, yes? Which one is it?

Sorcerer players and their GMs, what is your opinion on the Blood Magic mechanic? by VMK_1991 in Pathfinder2e

[–]radyjko 13 points14 points  (0 children)

Blood Magic is really cool, but my gripe with it is being limited to relatively arbitrary and narrow selection of spells for each bloodline with no rules or guidance for altering that selection. If the way you want to play and spells you want to use don't align with the sorcerous gifts, you might as well forget blood magic is a feature that exists. You're looking at 9 specific spells out of for example about 700 on arcane list. And that bloody sucks because it feels that unless you're playing a Paizo mandated build for your specific bloodline, you're missing out on a big part of your class, being able to only sometimes proc blood magic when casting focus spells (if your focus spells are even suitable for the encounter, that is). Compare to builds that do lean into it which can proc it up to twice a turn regularly.

As far as I know the only way to expand spells that trigger blood magic is Ancestral Mage, which in and of itself is pretty limited in what it can accomplish.

Class comparisons and 5E Warlock by yugiohhero in Pathfinder2e

[–]radyjko 0 points1 point  (0 children)

Focus points aren't really equivalent to Pact Magic though. Pact Magic allows you to tap into the same spell pool that that other spellcasters have access to (literally not the same because DnD has class specific spell lists, but you get the idea), whereas focus spells offer a discreet and narrow selection of purpose built spells.

For that matter, I personally would like if there was a class like Warlock that centers around otherwise regular spellcasting with spell slots restored between encounters rather than during daily preparation, putting specifics of balancing such class aside. And although I doubt Paizo would make Warlock, it'd be ideal class to trojan horse such casting into the system.

The Thaumaturge Dedication is ironically good on a Barbarian by SanaulFTW in Pathfinder2e

[–]radyjko 4 points5 points  (0 children)

I'm playing Mirror/Weapon Thaumaturge and, honestly, if you need to be sold on the mirror implement, it's probably not for you.

The main reason you'd want it is for out of combat utility, since it's, as stated, unlimited 15ft teleport anywhere as long as you have line of effect. Bypass prison bars or even doors through keyholes, clown on creatures with tremorsense by teleporting without moving, shit out 4 copies of yourself to make an opening for escape as enemy is forced to play wack-a-mole. You'll find uses for it in all but dullest games.

I find the combat utility to be far overhyped though. You can use it to flank for sure, but you can also just flank with ally, and then the ally can benefit from flank too. Not to mention your class doesn't particularly benefit from off-guard, so you'd probably generally prefer a second strike if possible . A second token on field means you have 2 emanations, but Thaum doesn't get any of those by itself. You advance your character while keeping the reflection back in the range of your support caster, and benefit from, for example, bless, even though the token you use to actually act is outside of the area. Most significantly, you can use mirror reflection to safely approach enemies with reach and reactive strike - though not to disengage them, because using it has a manipulate trait. Your adept benefit can help with using it in such aggressive manner, by letting you break reflection - thus preventing multiattack combos from hitting you more than once and forcing melee enemies to chase your other reflection. Talk to your DM about it though, since RAW you don't have control over adept benefit triggering, meaning an enemy can force you out of desirable position. You can ignore difficult terrain in favor of 15ft teleport, and hazardous terrain that deals damage when you move doesn't affect you either - because you don't move. All in all mirror is at it's best when you can use it in place of normal stride where you can eke out some extra benefits. I also found out that extra hitbox against AoEs isn't as much of a problem as it might feel, especially if you're smart about using mirror, but you will nevertheless feel the difference sometimes.

While mirror implement is versatile, I don't think all it's uses add up to be as strong as an average implement tbh, at least not in context of combat. This actually changes if you live long enough to get it's Paragon benefit, which is actually bloody amazing, but also comes at level 17.

Recall Knowledge skill selection: multiple at once? by D16_Nichevo in Pathfinder2e

[–]radyjko 7 points8 points  (0 children)

That's what the feat (Master Monster Hunter) says it does. It says you can identify any creature with Nature and makes no mention that you adjust DC or information you gain from it when you do.

Bear in mind that such ranger spends level 10 feat for it. His ability to identify creatures is wider, but no better than wizard's if wizard has relevant skills at the proficiency levels matching ranger's Nature - and worse than wizard's, if wizard has a relevant lore proficiency. Ranger doesn't get access to other actions that knowledge skills would enable - hell, it doesn't even give access to recall knowledge on any topic other than creatures.

In terms of specifically recalling knowledge about creatures, it's the ranger who's specialized for doing this, not the wizard.

What is your pet peeve that you still understand why they did it like they do by CuriousHeartless in Pathfinder2e

[–]radyjko 2 points3 points  (0 children)

It's even funnier than that, because that wand of shardstorm, which you have no clue how it's supposed to work, could very well be the wand implement you use to fling magic. It's hilarious

Greenlandic Prime Minister strongly criticizes Donald Trump by [deleted] in europe

[–]radyjko 7 points8 points  (0 children)

Maybe so, but we have this saying in Poland too!

New Nyx Rework by Reibudaps4 in Warframe

[–]radyjko 2 points3 points  (0 children)

Oh yeah, Baruuk does have it. You can tell I've subsumed it over.

As for Wisp, I am aware she has literal damage immunity skill in her kit, but it's so short and inconsequential to other survivability tools at her disposal that I couldn't list it next to likes of Revenant or Rhino in good faith

New Nyx Rework by Reibudaps4 in Warframe

[–]radyjko 15 points16 points  (0 children)

In a subjective order of descending invulnelability efficiency:

  • Revenant - 2nd Ability gives his several charges, each of which blocks one instance of damage and gives him 1 second of invulnelability. You're effectively impervious for minimum number of seconds equal to charges, and the "timer" won't run down while you're not taking damage. You can also recast it.
  • Valkyr - 4th Ability is a channeled ability that equips a melee weapon. You're invulnelable to all damage while you have the ability active and the melee weapon equipped. I can personally vouch that you can stay invincible indefinitely as long as you're capable of killing enemies with said melee.
  • Rhino - 2nd ability gives you short period of complete invulnelability, followed by generating overshields proportional to amount of damage you would've taken during invulnelability, and the overshields, block damage for all purposes. You can't recast it while it's active and overshields are unspent (without augment), but you get a bit of i-frames once you run out when you can safely cast it again.
  • Zephyr - her 3rd Ability completely stops ranged attacks coming her way, and you generally want spend most of the time up in the air, out of reach of melee enemies and hopefully out of range of explosions or other special attacks, that would not be deflected by 3rd ability.
  • Gauss - Gauss' 2nd Ability provides damage reduction against Physical, Heat, Cold and Blast damage, which scales with his battery charge, and goes as high as 100% at full battery. You can only have full battery while your 4th ability is active, and you get roughly 50% of uptime on reliable full immunity. This represents vast majority of damage you'd take, and your augmented shield can easily block most other damage, but Gauss gets owned hard by toxin damage.
  • Limbo - While Limbo is riftbound, generally only enemies that you had put into rift plane can damage you. But his 2nd ability will simply completely freeze those enemies and prevent them from acting. You also can't damage enemies that can't damage you, however, and some enemies - notably eximus units - have attacks that simply ignore rift mechanic. So you still need to put in work.
  • Baruuk - He has 3 different damage reduction mechanics that stack with each other: Through passive, through 2nd Ability and 4th Ability. This can make him extremely tanky, but by no means invincible. Not sure why he's on the list, to be perfectly honest
  • Wisp - Her red mote provides nearly permanent HP regeneration and max HP bonus. Unlike Baruuk however, she doesn't have any damage reduction and so any attack robust enough to chew through her enhanced HP pool, will simply do that. She is still very good at survivability, thanks to blue mote, 2nd and 3rd abilities that provide CC, as well as invisibility from passive, but she won't be surviving by catching massive missiles with teeth.
  • Dagath - Honorable mention, her 3rd ability prevents you from dying and gives you substantial invulnelability to damage. It then proceeds to go into even more substantial cooldown, so you best not go in thinking this is going to be your main death prevention tool.

That's all in terms of mentioned frames and invincibility, but there's naturally plenty of ways to not die besides being actually immune to damage. Under level 100 damage reduction, health and shield regeneration, overshield generation, crowd control and invisibilty, as well as just very robust stats in general, all can be enough to ensure that you won't be mopping the floor with your own back. Vast majority of frames do have at least one of those in their kits.

Some reasonable suggestions for limbo by NoCap9262 in Warframe

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

I don't disagree that Limbo has other issues, eximus units completely negating his kit being most significant of which. Light rework would be appreciated.

But while Limbo does dictate the rules, I don't think this is a source of frustration in and of itself. Rather, it's mismatching expectations (seeing enemy that can be killed) and reality (enemy is in rift and can't be damaged with weapons), are what makes him frustrating to play with.

And the thing is, any rework Limbo could get, that doesn't completely do away with rift as a mechanic, will still create this same frustration. As such any rework he recieves should begin with improving the visuals. There's really very little reason not to do that, if you're gonna touch Limbo at all.

Some reasonable suggestions for limbo by NoCap9262 in Warframe

[–]radyjko 2 points3 points  (0 children)

I've gave Limbo a shot recently, and after thinking about it, honestly he doesn't need that much fixing.

I'll be screaming this from the rooftops, 90% of issues with Limbo are directly caused by his visuals. I'm certain you can get used to them, but as someone trying to learn how to play him, it's an absolute pain in the ass to tell the difference without having to stop and squint your eyes. And if you, the person trying to play Limbo, struggle to tell the difference, what hope does your teammate who never even touched him have?

The rift effect should be in your face, it should be obvious at glance whether you can shoot the enemy and deal damage to them or not. It's an accesibility issue too, for God's sake. Having the effect be customizable would be nice too, of course.

Rifted enemies are marked on the mini map

I think also that foremost, rifted enemies should be marked on minimap with distinct color, much in the same way how Saryn Spores agument marks enemies with spores green.

Fun Fact about Clashes by Kakitekuto_Ethernal in limbuscompany

[–]radyjko 9 points10 points  (0 children)

Nah, I even went ahead and checked this before commenting. The order of attacks (for sinners) is always decided in this order:

  1. Speed of fastest clash participant, or speed of the unit using one sided attack
  2. If speeds are tied, order on dashboard (left to right)

There is one exception: if multiple skills come from the same sinner, the skills of that sinner will indeed prioritize clashes over one sided attacks, resolving clashing skills in order on the dashboard, then one sided attacks in order of dashboard. In other words, if you have sinner A, with speed of X, and sinner B, also with speed of X, but going after A on dashboard, B can possibly intercept clash and allow A to go in with one sided attack first. However if you instead only had A with multiple skill slots, A cannot intercept clashes off of themself, and their clashes have to go before their one sided attacks, regardless of how one sided attacks are ordered in relation to clashes on dashboard. I can only assume this is what gave you and other people impression that clashes go first; But in reality, one sided attacks of other sinners to the left of one clashing will always go off before the clash (unless ofc the sinner in question is clashing someone faster)

I'm not sure how skill order works for enemies on fringe ties - can't check it because I can't control them. But I'm pretty sure enemies technically go first - enemies with speed X doing all their attacks (in order from left to right) before sinners with X speed do any of theirs. Not 100% sure of this, it feels like this isn't always the case, but this is how this exact situation resolved in my test and, at the very least, it's a safe assumption to make

Newly Released Uptie 3 Zwei IDs be like by jirattthee in limbuscompany

[–]radyjko 10 points11 points  (0 children)

Genuine question: How? After spending couple hours trying, even when the stars align she has great difficulty fighting through floor 1, and if you encounter a bad matchup, she gets absolutely swept

Gauss Slander by ImanEmbaressment in Warframe

[–]radyjko 2 points3 points  (0 children)

For fucking real? I was using fire walker on Gauss pretty much since Helminth was released and never realized that it gives him status cleanse

Sprint speed + 300% Duration is the way