Aegis Reborn

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Manases Blakemore

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Aug 5, 2024, 2:04:33 AM8/5/24
to chasesysge
Thispost is supposed to show the Devs problems, which affect these weapons in general. There is also be a specific discussion about the "Silva and Aegis" and the mod "Avenging Truth". Please read the whole post. You can skip the introduction if you already familiar with these weapons, their passives and the mod "Avenging Truth".

Since the "Ambulas Reborn" event some of you may have picked up the mod "Avenging Truth" for the Silva. Perhaps you built the weapon and put your standard status melee build on the weapon and tried to mod. And to everyones' surprise... It didn't deal any damage, was weird to use. Perhaps you then looked the weapon up in the wiki like I did and you saw the great passive:


and thought it was good. So did I and I tried the weirdest builds but unlike the "Ack and Brunt" it wont put out good damage. So I figured out the core problem why Silva isn't stronger than the Ack with such a good passive.


The reason the Ack does good damage compared to aegis is the "Bloodrush + Bodycount"-Combo that can be used to make low crit (15-10%) weapons still viable. The silva Aegis can use this aswell but can't use its passive then. The reason is that while blocking your combo counter runs out before you can build up that +60% crit/status chance from blocking. The same problem applies to the mod weeping wounds. Also the passive Silva isn't quite clear, when is the chance at 60%, do i loose the boos when i randomly attack or do i have to block for 6 seconds or what? Also one single boosted attack isn't a good trade deal for loosing a combo multiplier.


The charged up damage scratches the healthbar of heavy armored bombards (lvl 100) only a little for most the time. I used a build with corrosive, explosion on the weapon for procs and my Oberon for radiation. I tanked around 10 hits from him and did a charge attack with all procs active and condition overload and it was way to weak. Also charging up the weapon for a longer period of time for one single enemy isnt worth it. In addition to that... Charge attacks are weird.


The passive sounds good but isn't clearly indicated when you're at the +60% bonus so it's a gamble when to strike and again isn't compatible with weeping wounds or bloodrush. Also the supplementary stats are bad, for example for a pure status based weapon like the Lesion, it's status is too low and even the Lesion features a higher crit multiplier. Also the Silva has extremly low damage for a status weapons. The only weapons with similar damage have atleast a high critical chance and/or multiplier.


The pasive needs a hud icon, yes i know it's sometimes full up there with octavia buffs but atleast indicate the stacks from the passive. Raise the crit chance from 5% to 10% and the multiplier from 1.5x to 2.0x. The Status can also be buffed from 20% to 25%.


Also Silva's passive should be slightly changed so that it would work with bloodrush and weeping wounds. To achieve that the passive should work like the "Berserker" mod. Per blocked shot the player gains a stack that lasts for 15 seconds. Stacks can be refreshed by blocking a shot before the timer runs out. Would this changes be applied to the passive, the Silva could reach with its now existing stats and the mods bloodrush (1.5x combo multiplier), drifting contact and the highest stack from the passive: 15% crit chance, 40% status.


The Ack doesnt necessary needs any changes, since it feature a great augment mod and stats. However the passive reminds me of the mod Avenging Truth. I thought of a similar passive for the Ack and came up with the idea of gaining armor stacks per block. The same mechanic with Silvas passive. Stack time could be 20 seconds, per stack a player can gain +50 armor up to +200 armor.


With the changes applied to passives Shield and Sword weapons can be played offensive and defensive, while still maintaining the Combo multiplier. The Silva could be great with some minor buffs to it's base damage and supplementary stats. Silvas passive could be a reliant source of crit/status chance and not a gamble. The Mod Avenging Truth needs a giant buff and/or a change to its mechanic.


I'd love to test out "Charged melee attacks bypass armor/shields". I know it's probably overpowered, but something close to that might make charged attacks more desirable. That might cause problems with thrown melee and gunblades though...


Well charge attacks are also useless in my opinion, since weapons are built for DPS or reach or both. In my time playing warframe i never used the charge attack until Silva and aegis dropped bc they are pointless. The knockback can also be achieved with certain combos, so why should stop staggering an enemy and leave my self vulnerable to an attack.


To further put the weapon in the hole, there is also the issue with the stances. You cannot get a charge attack right out of the gate like you normally could with other weapons. Instead the player must begin with a standard attack, which immediately wastes the bonus critical and status chance. In order for this to be fixed, I would recommend that the shield throw be counted as a charge attack without it being given the ability to charge it for longer.



Charge attacks certainly need a buff of sorts. For most weapons they're just kinda...there. You never mean to do them unless it's a part of that weapons mechanic, or you're trying to look cool.


Actually, charge attacks aren't great for DPS, but what if they could be used for crowd control? If every charge attack was a guaranteed knockback that turned enemies into projectiles (i.e. you hit an enemy, they go flying backwards to damage and knockback other enemies behind them) that could fill a nice niche.

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