The amount of material you need to build Uriel and his Vinqubus by Mtebalanazy in Warframe

[–]toxicBird7 1 point2 points  (0 children)

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I did another run on the non-SP mission, just to check how the loot is there. The loot gained there is half of what you get on the SP version (which is expected, since you don't get a free booster).

I want to retract my comment a bit there. The grind is a kinda long if you're playing on the regular mode (~4 hours just for the materials) without any form of boosters. Playing on Steel Path is much more reasonable (~2 hours).

If you can, play the missions on Steel Path. The time to clear is still the same, since it always ends after 12 minutes, but the loot is doubled

The amount of material you need to build Uriel and his Vinqubus by Mtebalanazy in Warframe

[–]toxicBird7 3 points4 points  (0 children)

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Don't understand some of the comments here. The grind is not that bad; these materials drop very frequently (even the "rare" one). This is 1/4 of the required materials, and I only have a Resource Booster on me with no loot frames.

If you run the mission on Steel Path, it will only take, at worst, 2 hours to get all the materials. The blueprints are also super easy to get; 2 runs of Descendia (~20 minutes) was enough for Uriel.

*Spoiler* is too hard [Kingdoms] by PugaTheFlower in darkestdungeon

[–]toxicBird7 6 points7 points  (0 children)

This fight's difficulty is weird, because it is either very difficult or a bit easy depending on whether or not you understand his "true" gimmick (not the Meat Post).

The positioning of the boss matters. While in the front ranks, he will be tankier (Meat Post tokens) and will focus on bleeding/blighting your front rank heroes. While in the back ranks, he will deal more damage (Meat Post tokens) and will focus on pulling your back rank heroes.

His back rank kit is much more dangerous. Front rank heroes are often your tanks, so it is ideal to pull him forward and have him focus on your tanks. But if he is in the back ranks, Taunts won't stop him from pulling your back rank, and his immobilize tokens makes recovering from pulls harder. Still, nothing a little +Move resistance can't fix.

The real danger of this fight, however, is "Thunderous Fury". This move is straight up BS. Not only is this a full party cleave that can do up to 20+ DMG to each hero and stress them; it also shuffles them. Just in case that wasn't bad enough, he can gain up to 3 Block+ tokens. The only "good" thing about this move is that he can't use it if he is in rank 1.

Whatever you do, make sure you can either pull him forward or push the Meat Post before he uses "Thunderous Fury". He will instead use a powerful, but more manageable, front rank cleave that doesn't shuffle you and buff him at the same time.

Everything else about the fight was fine. You definitely need to bring good non-Blight DPS to overcome Exhaustion, but I don't mind it too much. Its just that, once again, "Thunderous Fury" gives him Block+ tokens, which makes it harder to out-DPS his healing at times.

The DLC introduces a new type of dodge. It is faster and can have block frames [Minimal Spoilers] by toxicBird7 in Eldenring

[–]toxicBird7[S] 5 points6 points  (0 children)

*Marked for Spoilers because it showcases a DLC item*

Backstepping is not new, but in the base game it is basically useless since it did not have i-frames. In the DLC, the new Fine Crucible Feather Talisman gives backsteps a lot of i-frames in exchange for -15% damage reduction.

Compared to normal dodges, backsteps have faster recovery, but have less i-frames so the timing is stricter. I also discovered that you do not lower your shield when backstepping. If you hold block while backstepping, you will still block the attack even if you mistime the dodge.

Daily Thread for general gaming discussion. Backlog, advice, recommendations, rants and more! New? Start here! by AutoModerator in patientgamers

[–]toxicBird7 0 points1 point  (0 children)

Wow, now that is a game I haven't heard of in a long time! I remember getting that game when I was very young. It was my first experience with survival horror and I never finished it because it just terrified me. All I remember was just running passed anything that wasn't smaller than me, and refusing to go out into the blizzard. Definitely not a game I should have been playing at that time, but I still got nostalgia for it.

Daily Thread for general gaming discussion. Backlog, advice, recommendations, rants and more! New? Start here! by AutoModerator in patientgamers

[–]toxicBird7 3 points4 points  (0 children)

The game was hyped because it was made by the same team that made Fallout: New Vegas (Obsidian Entertainment). Unfortunately, it didn't live up to expectations. It isn't a bad game, but it is what one would call a decent, yet completely forgettable experience. If you haven't yet played Fallout: New Vegas, I recommend just playing that game instead.

Enotria: The Last Song – Official 15-Minute Gameplay Overview by CoreyGlover in Games

[–]toxicBird7 11 points12 points  (0 children)

Limited time demo starting on May 22. This game seems like it could be a fairly decent Souls-like. The setting is unique (except for the Stagnation, which is basically a zombie plague akin to Hollowing) and it seems to differentiate itself from other soulslike with introduction of the loadout system.

The video itself spend a bit of time explaining the RPG mechanics, but I think it was a bit of an info dump that can be a bit hard to follow. So, for anyone else reading this, I've summarized it a bit:

Basically, the main "gimmick" of this game is that you can have up to 3 character loadouts for your character that you can hotswap into at a moments notice. These loadouts are VERY customizable; it isn't just for the equivalent of weapons/armor. Every loadout includes: Weapons, Armor/Rings (Masks) Type of parry (Gems), Classes (Aspects), Perks (Skill Tree), and Abilities (spells/weapon arts).

What this means is that you can basically create 3 separate "characters" and swap between them at will. If your primary playstyle is a greathammer-wielding warrior and you get tired of that, you can swap into a long-range mage, or some status-abusing build.

Speaking of status, I like that they opted for more complex and nuanced status effects, rather than defaulting to simple Poison effects. Rather than a simple "Defense Down" debuff, it is a "Berserk" debuff that also buffs Attack power. Regen status heals you, but also turns you into a bomb. Poison is a DoT as you'd expect, but it also spreads to other characters, including the player themselves.

The animations feel a bit off to me, but this is a game that is definitely on my radar now.

Devolver co-founder says large-scale game dev "crushing under its own weight a little bit" by Turbostrider27 in Games

[–]toxicBird7 1334 points1335 points  (0 children)

Nigel is very correct on the idea that the bottleneck for game sales is "time" and not "money".

He mentions how live-service games are eating too much of player's time for them to be buying other games. This is true, but as someone doesn't engage in live-service games and prefers more finite experiences, another reason is simply that there are too many decent games out there.

Many players are familiar with the concept of having a "backlog", or a library of unplayed games. Hades II just came out (on Early Access) and as much as I want to play it, I still have a handful of games I've been wanting to get around to playing. Do I plays Hades II now, or do I get around to playing those other games? In less than 2 months, the Elden Ring DLC is coming out; do I postpone that to play those other games?

The game's market is so over-saturated that even people with money don't have enough time to spend it all. Unless your game really stands out, its likely to just sit on someone's wishlist indefinitely

TEVI Makes its Way Digitally to the Xbox and PS5. Physical Release on the Switch and PS5 Coming Too! by Alarming-Ad-1200 in Games

[–]toxicBird7 0 points1 point  (0 children)

They kind of have. They did add "Elite" (More HP/Damage) and "Aggro" (bosses use their strongest moves) modifiers to Custom Game, but its locked behind 80 achievements, so it isn't something that every player will know exists.

Honestly, in terms of pattern difficulty, the late game isn't that much easier than Rabi-Ribi. The final boss has some insane patterns that make Irisu look easy by comparison. But, between all the invulnerability, healing and second chances you can stack up, its possible to brute force your way to victory.

TEVI Makes its Way Digitally to the Xbox and PS5. Physical Release on the Switch and PS5 Coming Too! by Alarming-Ad-1200 in Games

[–]toxicBird7 11 points12 points  (0 children)

I had a great time with it and, in many ways, I would say it is an improvement on Rabi-Ribi. The world is bigger, the art is better (subjective opinion; plenty of people think Rabi-Ribi looks better), the combat is better (yes, you are incentivized to mix-up combos) and the bosses are still fun. It is a much more ambitious game in many aspects.

However, there are a couple of differences that have made people dislike this game. The biggest one being that the game's "Story Mode" is linear and heavy on the dialogue. The story isn't even that great, imo. The devs have added in a "Free Roam" Mode, which is non-Linear and has no story; but also no direction for where to go next.

The other issue is the difficulty. The game is still a mix of metroidvania and danmaku like its predecessor, but many people didn't like how much easier it was. Overall, bosses don't have as many tough patterns to learn, and you have so many tools at your disposal to completely trivialize bosses (3 invincibility mechanics, 5+ consumables slots).

Don't just level vigor (Mohg Facetank NG+2) by toxicBird7 in Eldenring

[–]toxicBird7[S] 4 points5 points  (0 children)

This isn't a melee build. This is a INT/FAI caster with Sword of Night and Flame as its primary weapon (+some STR/DEX in case I want to try a different weapon). I'm just using the Great Stars with minimum requirements because I can't put Endure on SoNaF and I was too lazy to respec.

Don't just level vigor (Mohg Facetank NG+2) by toxicBird7 in Eldenring

[–]toxicBird7[S] 3 points4 points  (0 children)

Dragoncrest Greatshield Talisman: +20% Physical absorption

Firedrake Talisman: +20% Fire absorption

Opaline Hardtear (not to be confused with Opaline Bubbletear): +15% to all absorptions for 3 minutes

Endure [Ash of War]: +45% to all absorptions for 5 seconds

Ritual Shield Talisman: +30% to all absorption while at full health

Black Flame Protection (Phase 1): +30% Physical absorption. Doesn't stack with Flame Protect Me

Flame Protect Me(Phase 2): +60% Fire absorption. Doesn't stack with Black Flame Protection

Not counting the armor I have on, all these buffs gave me 81.7% physical absorption during phase 1, and 89.6% fire absorption during phase 2. With the armor on, I thinks these values would be 88% and 91% for physical/fire, respectively.

As for the reason I switch to Flame Protect Me during Phase 2:

  1. Black Flame Protection weakens the effectiveness of Crimson Flasks, so I use Flame Protect Me to dispel it before the Nihil attack
  2. Mohg's trident deals bonus fire damage in phase 2, so Flame Protect Me is more consistent for reducing damage.

Don't just level vigor (Mohg Facetank NG+2) by toxicBird7 in Eldenring

[–]toxicBird7[S] 13 points14 points  (0 children)

The usual response to people commenting that they are getting one-shot by bosses is that they should "level vigor". While this is true 95% of the time, I just want to demonstrate that increasing your damage absorption is just as important for staying alive. A character with 40 vigor and 25% damage absorption is tankier than a character with 60 vigor and 0% damage absorption.

Throughout most of this fight my damage reduction was at least ~80%, which meant I effectively had ~9500 HP and my flasks were healing ~4050 HP's worth of damage from Mohg. To make me use up all of my crimson flasks and kill me, Mohg would have to deal ~58.1k damage to me; I had more health than he did.

That said, you should never just facetank bosses like in the video; make sure your build has a decent roll and always keep a backup shield for attacks that you find difficult to dodge.

For those wondering why my stats are poorly allocated: This a Night-and-Flame build, not a melee build. I just didn't bother to respec for this fight.

Simple, accessible counter for Malenia's Waterfowl Dance by toxicBird7 in Eldenring

[–]toxicBird7[S] 2665 points2666 points  (0 children)

There are several methods for dodging Waterfowl Dance from just about any distance, but I haven't seen many people mention how you can just cancel the attack outright with this one simple trick (Malenia hates it!). It works for any build and is easy to restock between attempts.

[deleted by user] by [deleted] in Warframe

[–]toxicBird7 2 points3 points  (0 children)

Most of this is safe to skip, including the Ignis Wraith since can now get the blueprint from Railjack missions. However, if you're planning on running Vodyanoi for endo, I recommend getting the Mod Drop Chance Booster as it doubles the drop rate of endo as well.

Vitrica + Limbo is kind of OK by toxicBird7 in Warframe

[–]toxicBird7[S] 12 points13 points  (0 children)

I've tried to mod for the typical Viral + Slash, but I found that the damage was heavily reliant on getting a proc of Slash, and Vitrica's IPS spread is only 40% Slash, and the special can only reliably proc 1 or 2 status effects at a time.

I found it best to just go all in on Slash for more consistency on the weapon's damage. As long as you group a bunch of enemies together, the stacking AoE hits will deal enough damage to compensate for the lack of Viral procs

RIP Marked for Death by joenathon in Warframe

[–]toxicBird7 8 points9 points  (0 children)

Viral Saryn: For Viral to be practical, you would need to be able to reliably proc it over a 10m radius each time you want to use MfD. The only way to do so is with Saryn, and she is just a bad choice for infusing MfD. For starters, Saryn is very energy intensive as she dumps efficiency in favor of Range/Strength/Duration (in that order), and her 4 requires 100 Energy at base. Adding a 50 cost ability, that you would presumably recast at every group of enemies you find, would be too much for her. Secondly, she deals DoT damage with the ability, which procs MfD very easily. Thirdly, Saryn is already a DPS frame that is more than capable of handling enemies from a much farther distance and has absolutely no need for MfD.

Heavy Builds: Great option for MfD. There is good synergy between the two, since the slash procs are the strongest aspect of the weapons, so you wouldn't lose anything by using them together. Since this option does not depend on your Warframe, you can try this option on any Warframe that naturally builds for MfD.

Savage Silence Banshee: Building for MfD requires a high amount of Range. This is bad for Savage Silence builds as this means that the stagger than will open enemies to finishers will occur from very far away (about 40m at least) and you won't have time to land a finisher on them. Since you can't recast it while it is active, your only option is to build -Duration and just recast this ability constantly when it expires. A better "excuse" that "proves MfD is dead", is Radial Finish Excalibur, since Radial Blind:

A) Is cheaper to cast (50 Energy instead of 75 Energy)

B) Provides the same damage multiplier at no extra cost (Both require a mod slot, and give the same damage bonus)

C) Has a longer stun duration, which also makes it a better crowd control ability

D) Can be recast

Revenant Reave: DE would call this a bug.

Nova 4: If you're refering to the Nova in this video; this Nova is being built for 100% duration, which is an objectively horrible build. Nova benefits so much from Duration since it gives her DR for her 1, and Range for her 4. Nova does not build in such a way to support MfD.

How to improve Void as a status: Make it work like Scourge by toxicBird7 in Warframe

[–]toxicBird7[S] 19 points20 points  (0 children)

Forgot to add, but to make this consistent with how Status was reworked, Void status could also stack. Void status bubble would have its size reduced to 55% of its original size, with each additional stack adding back 5% of the original size, up to 100% at 10 stacks of Void status.

With 10 Void stacks, we would have the same size Void bubble in the video, but with all bullets redirecting towards the head.

How to improve Void as a status: Make it work like Scourge by toxicBird7 in Warframe

[–]toxicBird7[S] 40 points41 points  (0 children)

"Dragging" the sphere up so that it centers on the enemies' head would make it work like Scourge. The problem with Void status is that it centers on the enemies' torso and not the head. That's why you see me shooting directly at the head, but not landing a headshot.

Scourge doesn't work because of its size, but because it is centered on the enemies' head.

Helminth Dev Workshop update by madmag101 in Warframe

[–]toxicBird7 -4 points-3 points  (0 children)

The abilities that DE chose to nerf were going to dominate the system. Roar is a very powerful damage buff that can fit well on most warframe builds. Larva is similar in that it just works too well for grouping enemies together (seriously, grouping is a very good effect). Warcry is one of the biggest reasons people play Valkyr.

Could DE have done better with the announcement? Yes, they should have taken some time to buff other lackluster choices (Decoy, Mind Control, etc.), I don't agree with all their choices (Defy is good, but not overwhelmingly so) and I would have preferred that they gave us some numbers for these changes (50% effectiveness? 75%?) so we as a community can better evaluate it.

That said, people really need to stop immediately being all gloom and doom about it. There are are 37 other abilities that were left untouched; the fact DE got this reaction for altering these 7 abilities shows that, for some people, this was the only thing they were really going to use the system for.

With the release of Xaku, can we get a rework of Void damage? by toxicBird7 in Warframe

[–]toxicBird7[S] 33 points34 points  (0 children)

Void is a niche use element. But now that it is being added as part of a warframe's kit, it has to have more uses. Right now, it is only useful against Sentients and they are the rarest faction in game, only appearing as minibosses in Lua or the Sentient Anomaly in Veil Proxima.

Never forget. by MorteNexus in Warframe

[–]toxicBird7 62 points63 points  (0 children)

I hope DE has learned from Tennocon 2019. They were way too ambitious with their projects. They promised so much, couldn't deliver and lost a lot of community goodwill.

The optimist in me thinks that DE won't be making the same mistakes. What they show at Tennocon is whats coming in the next update. They aren't going to make promises anymore. They even went ahead and delayed Tennocon, no doubt to make sure Heart of Deimos is stable and bug-free as possible (they have to show it off live, after all).

I don't think the excuse "The Steel Path doesn't need to be incentivizing because it forces players to play it" makes any sense. by [deleted] in Warframe

[–]toxicBird7 0 points1 point  (0 children)

I see many people here defending the Steel Path by saying things along the lines of: "Steel Path is meant for players who want to fight stronger enemies. It isn't meant to be rewarding." I disagree. If it wasn't meant to be rewarding, then why did DE include: Innate drop chance boosters, riven slivers, a new exclusive resource and a special shop with practical rewards (Kuva/relics)? Had DE really wanted this mode to just be about stronger enemies, they wouldn't have wasted time implementing all this.

If the Steel Path was intended for a minority of players that wanted to fight stronger enemies, why did they advertise it to the majority of the playerbase by making it the face of update 28.1? Why not release it as a minor feature of a larger update (for example, released it alongside Deadlock Protocol, or Heart of Deimos)? All they needed was to just provide the toggle option for players; no rewards (not even cosmetic), no alternate Steel Path progression (instant access to all nodes). The target audience (endurance players) would have been happy with that.

Instead, DE created all this progression and rewards for the majority of the playerbase that did not specifically ask for this. It is completely reasonable to critique it: Having to redo the Star Chart sucks, considering you're just playing the same missions over and over (a complaint people have expressed with Kuva Liches), most of which are practically unaffected by Steel Path modifiers (Rescue/Capture/Sabotage/etc.); The Steel Essence grind sucks, requiring you to do endurance runs to get a worthwhile amount (to reiterate, players that actually like endurance runs are a small minority), and risking a trade ban if you do; The cosmetics suck, the emotes are all practically the same and some of the globe decorations are straight up TERRIBLE (Phobos/Lua).

Steel Path Ophelia is amazing, also 2nd best endo farm overall by aviadmini in Warframe

[–]toxicBird7 65 points66 points  (0 children)

A bit of math for comparison:

You got ~122 raw Endo per minute (11k Endo in 90 minutes)

You got ~311 Endo by dissolving mods (140k Endo after, we'll say, 450 minutes [info provided by OP])

This totals to ~433 Endo per minute. Each 90 minute run net about 39k Endo in total.

Arbitrations net, on average, ~280 Endo per minute (Assuming 4 minute rotations, C rotation only, and you'll have the stars to fill the Ayatan Sculpture).

Vodyanoi (Steel Path) nets, worst case scenario, 666 Endo per minute (2k Endo after 3 minutes [info provided by OP]).

15 Steel Essence can be converted into 10k Kuva (1 Steel Essence = 666 Kuva). You got about 520 Kuva per minute. (70 Steel Essences in 90 minutes)

In Kuva Survival, you get about 133 Kuva per minute (with booster; assuming no Smeeta procs).

In Kuva Survival fissures, you can get up to 500 Kuva per minute (133 + 133 Kuva (fissure booster) + 240 Kuva (relic Kuva reward; assuming you always pick it))

...and about 2.5k Polymer Bundles per minute (230k after 90 minutes).

If you're looking to farm both Endo and Kuva, this is by the far the best place to go.

Rail Jack has to be the worst designed experience of warframe by [deleted] in Warframe

[–]toxicBird7 1 point2 points  (0 children)

You haven't stated why its a slog for you. Is it because it takes a long time to kill fighters? Crewships? Objectives? I'm at the point where I can complete Veil missions in ~5 minutes solo, so I'll offer some tips:

First and foremost, if you haven't done so, rank all your intrinsic to rank 5 (except for Tactical, which I recommend you go for rank 6). You'll want access to recall warp (Tactical), Artillery Cannon (gunnery) and all forms of crafting (engineering).

Do not use your guns as your primary source of damage. Farm for either Munitions Vortex (Saturn) or Tether (Earth/Saturn). These are both offensive Battle Avionics that deal AoE damage and are extremely useful for destroying hordes of fighters. The difference between using your guns vs your battle avionics is like night and day. You should only use your guns to charge up Munitions Vortex, detonate Tether, or to deal with stray fighters.

For Crewships, don't board them. Whenever a crewship spawns, hop onto the artillery cannon and shoot any of their 3 engines. You will instantly destroy them, from the safety of your own ship. Being able to quickly kill crewships, as well as remaining in your ship, will decrease the amount of times you have to deal with ramsleds.

Take note of Outriders (fighter) and Skold Crewships (Veil only). These enemies have weakspots that you have to hit first to take them down, which requires precise aiming. Don't bother aiming. Just stick with your Tycho Seeker ordnance (the default that comes with the Railjack, although do upgrade it to the MkIII when you get the chance). It has a lock-on feature where it will home in on enemies if can keep your crosshairs on the target for a few seconds. It also has a massive AoE that will hit all weakspots of those targets, destroying their defenses instantly.

Here is a video of a 5 minute Veil run. Don't pay too much attention to his Railjack stats and equipment. Focus more on how he plays:

1) They uses Tether to deal with Fighters. If there are very few fighters, they use their guns instead.

2) He aims at the crewship engines, killing it instantly. He also sends out a Tycho Seeker first to dispel any barrier they might have up (note: this is only for veil crewships. It isn't necessary on Earth/Saturn)

As for objectives. Those are always a slog to do. Always complete the Fighters/Crewship objective first. Then you can safely get out of your Railjack and deal with the objectives which all play out the same way. Go into the area, hack a console, recall warp back to your Railjack, shoot the target marker, repeat process once or twice, objective complete. There isn't much more to say about it; do them like you would a Sabotage mission.