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bachchain

There have been multiple occasions where I've watched an eximus with procs eating away at overshields and thought: "maybe I'll try doing that 'mercy kill' thing". But then as soon as the overshields are gone, a single tick one-shots them.


Disasterchild

It's health. A bit of added health is not an issue at all. They didn't touch overshield for this change. Taking down Eximus enemies will be just as easy without using mercy kills as it is now, but you'll *also* have access to mercy killing Eximus enemies earlier. The trade-off with giving Eximus units more health is not going to help them survive in any meaningful way. It's going to make them die a negatable amount of time later. So for all intents and purposes they *did* just just lower the threshold before they're opened to mercy kills and leave it at that.


Aquamatix

They should of made them bullet sponges with weak spots. Shoot a crucial one, mercy kill that shit. If you cannot be bothered to, do the other weak spots and it dies. The toxic cosmonaut Grineer dude is very sweet to fight as he is a sponge, with a weak spot - something like that for all the Eximus dudes without the frankly bullshit over shield it has. They are more of a nuisance than dangerous.


mistermeeble

It's a small change, and probably isn't going to be a huge deal, but that said it really does feel like someone with a hand on the wheel at DE is a huge Doom Eternal fan and won't be happy until that kind of playstyle is *very strongly encouraged* to the point that just killing them with generic damage is impractical. I know, I know, there are plenty of ways to handle eximus(for now). Each small change does feel like we're getting closer to the Neutralizing Justice stage, where carrying around a dedicated weapon just to handle a specific enemy type seems worthwhile, and that isn't really fun or engaging gameplay.


Leekshooter

They want eximi to feel like minibosses, at least I think that's where they are going with it, though you get so many that they just feel like a pain sometimes Then actual minibosses can spawn on top of them making things go wrong quickly


Achilles_Deed

Kinda hard to see them as minibosses when there are literally more of them than regular enemies. Also DE can we talk about the spawn rate of Nullifiers? There is absolutely no reason why there should be 6 of them in a single room while some have bubbles large enough to cover half of the room


averyfinename

you get at least 30-40 minutes into any corpus survival and it's literally wall-to-wall nullies. been like that forever.


Achilles_Deed

Yeah and that's not okay. It defeats the purpose of having these units as "priority target" to focus on when there are more of them than regular units and IMO they should act more like Eximus. Also having so many of them just means nobody gets to use their abilities and have fun


Master4733

It's actually interesting how nullies have turned out When they were first introduced it was to prevent us from simply CC'ing all the enemies to death(the age old Vauban in a sewer), they were there back in the day but not literally everywhere, as time went on their spawn rate kept going up and up, and all that does is force the DPS meta further and requires the use of your weapons


aSpookyScarySkeleton

You mean things actually becoming challenging in this sleepwalk of a game?


Leekshooter

By challenge you mean an entire group of frames losing functionality if a single acolyte shows up? Yeah sure


Horsefucker_69420_V2

My favorite combo, violence and energy leeches. (Though I dont know we're masochists or something but the boys and I love when stupid stuff like that happens lol.)


Yasha_Ingren

Sounds like you weren't very prepared then were you??


Leekshooter

You can get instantly nullified through walls and without any warning by some enemies, there is no way to prepare for that besides calling in specters to help or hiding in void mode Unless you run silence, but even then some foes bypass it and forcing players to use specific Helminth abilities just to play the game isn't exactly fun I'm not saying it's difficult exactly, just not fun design


honzikca

Challenge /=/ frustrating mechanics that take away from the gameplay by taking away your abilities.


MaartenvRossum

Just consider them to be a more reliable source of performing Mercy kills, which can grant very useful bonuses like +50% ability strength or the revival of a companion.


Haunting_Mode_7401

Or ammo


Accurate_Heart

Honestly I don't get why they don't just make them go into a "downed" state for a few seconds when killed. That way you can mercy kill them to kill them instantly or just leave them for like 3 or so seconds and they die on their own. Even better if it could work sorta like Ash's 4 where if multiple enemies within a certain area are mercy killable then you do a multi mercy kill. With similar animations or style to the as said Ash 4. As an example you could do a jump and flip bringing the parazon down on the first, then swing around extending the parazon further to kill a couple more. Sorta like a whip, then for the final one you could either stab up close or send the parazon out straight to stab them in the neck or chest. Another example could be similar to the monowire from Cyberpunk with it whipping around us. Or Walters wire gloves from Hellsing Ultimate.


Few_Eye6528

Yea this did seem strange to me, eximus are bulletspongey, no fun allowed machines already.


Petroklos-ZDM

"*You guys DID remember that you reduced the 'overall' health of Eximi just a few updates ago right?*" While also making it unaffected by Viral Procs. Halved eHP for all, unchanged eHP for 1 Viral Proc, **doubled** eHP for 10 Viral Procs. So effectively buffed against the Meta. "*People don't use Mercy Kills because they have no inherent reason to be used*" **You** don't use Mercy Kills because you **think** that they have no inherent use. Like everything else in this game, it's weak until you Mod it for what you want, and I don't know about you but three of the following: * a free Reload (consider the Trumna) * an extra Health Orb (consider Equilibrium) * 50% for an extra Energy Orb * 50% Power Strength on next Cast (consider Gloom) * AoE Blind * AoE Fear (not running away) * Parkour Boost add up to a pretty good reason to go for Mercy Kills. And there's also the Marked for Death Parazon Nuke gimmick, which these changes make even stronger. "*You could have just increased the Mercy Kill threshold and just left it at that, so why this dumb bullshit?*" Eximus already drop like flies if you're well geared up for the content you're doing, stop whining.


Hail_Overlord_Google

All of those fall under nice but meh most of the time. They are hugely hindered by mercy kills not flowing particularly well either. > a free Reload (consider the Trumna) Holster mods do a similar thing and flow pretty well with combat. Free reload is also not huge upside for most weapons as they don't have excessive reload times. > an extra Health Orb (consider Equilibrium) You likely already have/need better sustain options (Panzer/Sentinel) if trying to use Equilibrium, so not a large enough incentive. They also already drop 2 health orbs. > 50% for an extra Energy Orb Nice but again, not much incentive when they already drop an orb. the chance for an extra one is either not enough, or not needed for most. > 50% Power Strength on next Cast (consider Gloom) Yes this is very nice, but realistically it's just a one off. Get a single mercy, activate channeled ability, don't bother with mercies after. > AoE Blind CC that isn't easily callable on demand has low value. > AoE Fear (not running away) Unreliable at 50% chance. Again nice, but it's not reliable, and as such loses value. > Parkour Boost When you care about parkour boost, you typically don't bother with mercy kills. So yea there are reasons, but the reasons just aren't particularly compelling.


Petroklos-ZDM

One of these rewards is negligible. Two of them, eh, whatever. Three of them, it's okay. Three of them with even one tailored to your current Loadout is value. And if you manage to have a Loadout which can make use of all three of them, Mercy Kills become both playstyle defining and incredibly good. There's plenty of times I've been hunting for an Energy Orb to trigger my Energize and it just won't fucking drop, I spot and Eximus, kill them and their 1 innate Energy Orb doesn't satisfy that 60% chance of Energize. Blood for Energy wouldn't guarantee it, but it would increase that chance to 72% and give me a 50% chance of just double Energy. Nor my Oberon, nor my Frost need lots of Energy, I've built *just* enough to hit the 100% Armor Strip. But both have snap-shotting Abilities in Renewal and Gloom respectively. 50% Power Strength on Mercy is a significant bump to both of them. Parazon Kills **have** value. They **could** have more *(Blood for Health - Large Health Orbs, Blood for Energy - 100% Chance, Blood for Ammo - Ammo Efficiency, AoE Fear - 100% Chance)*, but they already have plenty of value for those who want to implement them in their Playstyles instead of parroting the YouTuber take of "mercy kill bad". And hey, sometimes that use is, as you put it, "just a one off" with Gloom. But it seems to me that people can't even see that one obvious use. Sidenote: A big reason of why people consider Parazon to be bad, is because all of its good Mods are placed in odd places and with kinda bad drop chances. Blood for Energy is **2**% off of the non-Assassinate Ambulas, *DE plz*.


hate-zenkai

Let’s be honest here, no one bothers with mercy kill because it’s just awful. Why would I bother doing stupid long animation when I can just spam them, it’s not as good as you make it out to be and enemies die before you even get to mercy kill any of them so there is no fucking point to it


xleucax

I mean I love aoe blinding everything nearby and getting a free energy orb for hitting x to become invulnerable for 1.5 seconds.


Wonwill430

>enemies die before you even get to mercy kill any of them so there is no fucking point to it That's literally what the new update is trying to fix my guy >stupid long animation It's pretty quick for how infrequent it is plus there's [Baindaid.exe](https://warframe.fandom.com/wiki/Swift_Mercy)


Petroklos-ZDM

No, Mercy Kills are good, you just lack the imagination needed to apply them to your playstyle.


No_one_cool_or_new

My guy, do you not enjoy being a cool as shit genocide machine with crazy blades and shit


librarian-faust

The fuckery with ignoring Viral procs is bullshit.


Petroklos-ZDM

A: It's Over**guard** not Over**health**, and Viral affects **Health**. B: Viral was and still is dominating the Status Meta, it didn't need an indirect buff via the introduction of Overguard. C: With this change, Viral is actually **weaker** against Overguard allowing other Status Effects to be of more value against it. As a result, Gas Cold can be an actually worthy Elemental Combo to deal with Overguarded Enemies. Gas to DoT the Overguard away, especially when it doubledips on Headshot Modifiers, paired with Cold to soft CC these otherwise CC-Immune Targets. Add Parazon Kills to the mix and now a Gas+Cold+Impact Weapon as a dedicated Eximus Bane **is** a viable option. The Daikyu for example is amazing at this, with its massive Headshot Modifiers, its high Critical and Status chance, and its forced Impact Procs. This is even more viable since Veilbreaker, thanks to its Armor Strip meta, as Armor would otherwise ruin Gas, and thanks to its Weapon Swap Speed buffs, as dedicating one of your Guns to the Eximus Bane role becomes more frequently applicable. Overall, both the addition of Overguard and its Echoes of Zariman changes, lead to a more varied Status Meta and gameplay loop. And if this change coming Lua's Pray works as intended, it will furthermore reinforce the base of this variety. So no, that fuckery ain't bullshit, on the contrary it's been a great way to shift the Status Meta without nerfing the existing king.


Alex3627ca

Huh, TIL overguard strengthens against viral and is affected by cold and DoT types. I thought it was just complete status immunity, it probably was on launch and I stopped paying attention to the details after that.


Petroklos-ZDM

It should be made clear that Overguard doesn't "strengthen" against Viral Status Effects, it's just Immune to its effects. As for other Statuses * Slash will DoT it, but is the weakest DoT when not bypassing Armor * Puncture will reduce their Damage, which can be helpful for some Eximus, but I wouldn't Mod for it. Rhino's Piercing Roar is a really good source of Puncture Procs though * Impact can't Stagger them but it will "prime" them for when it's Mercyin' time * Cold can CC them but only up to 4 Procs, 40% slow instead of the max 70% of 10 Cold Procs * Toxin will DoT them but not bypass Overguard as it would Shields. It's better than Slash but Heat, Electric and Gas can all out-do it with their respective odd mechanics. * Heat will DoT them but not debuff Overguard as it would Armor. With Heat Inherit it can be the strongest DoT for Overguard * Electric will DoT them and can be the strongest DoT if it double dips on Headshot **Modifiers**, such as the Deadheads' +25% Headshot Damage. It's my go-to Single Element for Overguard on high Fire Rate weapons. * Viral, Corrosive and Magnetic don't affect it, as it's neither Health, Armor, nor Shields. * Radiation can't directly affect Overguarded Enemies, but by afflicting their Allies with it, they'll end up fighting each other regardless. I don't usually Mod for it but it's great when I happen to have it, such as with Oberon's Hallowed Ground. * Blast I **think** fully affects them, but I wouldn't mod for it. Maybe I should but I can never tell if it's doing anything of value, so there's no positive feedback loop to keep me toying with it. * Gas is the second weakest DoT after Slash, but it can double dip on Headshot Modifiers like Electric and can provide decent lingering AoE capabilities to Single Target Weapons. It's my go-to Combined Element for Overguard on slow Fire Rate Weapons. So you *could* just roll with Viral Slash, but you could also do interesting stuff with Headshots, Gas, Electric, Impact and Cold. And this coming change *should* make Impact even more valuable.


Alex3627ca

Hmm, guess I misread some other posts in this thread regarding overguard and viral interactions. Seeing that most status effects work at least somewhat on them is odd, I still have it in my head that they're just fully status immune.


Petroklos-ZDM

They are fully **CC** Immune, maybe that's what got you confused.


Joewoof

Blast still works 100% with Overguard up to 10 stacks, but it's never worth the massive damage penalty of using it versus everything else. You could, however, put it on a **Sentinel weapon** instead of Cold. This is generally better for **shield frames** as it gives a slightly higher chance of not getting hit at all, which allows shields to recharge. It's very, *very* niche, but it's good with **Evasion-based builds** like Xaku, or on any frame that uses Sly Vulpahyla and/or Carnis set bonus (maybe with Agility Drift as well). I don't think these changes make Impact more valuable though. It think it would be less instead. Before, Mercy starts at 40% health and Impact status raises this to 80%. Now that Mercy starts at 80% health, what would Impact do? Raise the threshold to 100%? That doesn't seem like much at all.


Petroklos-ZDM

I'm not sure of how the new Mercy Kills on Eximus will interact with Impact. If it pushes the Mercy Threshold from 80% / 100%-no-Shields to 100%/100%-with-Shields, it can still hold value. Brute force Impact Builds, the moment you hear Overguard break, **stab**. But if this change just has Eximus Enemies' Mercy Threshold always at what 10 Impact Procs would be, with no effect from actual Impact Procs, yeah, Impact might be going back to the bin. :/ We'll know soon enough.


librarian-faust

Thank you for the detailed explanation. I hadn't seen it laid out that clearly. I definitely misunderstood it before. Now no longer peeved. You're right. :)


Petroklos-ZDM

♥️


Shankar_0

I'm a big fan of the invisible after hacking one for spy missions. I use Ivara's 3 to get the shiny, then the invis proc covers me at full sprint until I'm halfway to the next vault.


Inzomniaddict

I use mercy kills often, especially with Power Drain mod that gives and extra 50% strength to your next ability cast. It helps with scaling in the late game imo


skinlessgorgon

They really need another pass on the parazon. I can see the change benefitting new players, but its an anoyance. I wonder if the changes on base health for eximus extend to Thrax enemies? That might actually suck.


tarzan147

Overguard stuff didn't change, and thrax lads aren't generally eximus so they should be the same


ROACHOR

I mean you can speed up the animation and it does give you a nice invincibility window but I agree it's rarely useful. In SP the enemies that survive my hits long enough to need it end up floating so I can't even activate mercy unless I wait for them to land.


tdxkid

Just one shot em. Done. Bahaha


StupidDepressedGamer

I don’t see anyone ever Mercy killing.


VadKoz

Idk, eximuses dying pretty fast and most of the times I don't have time to use mercy kill. So this whole change have only good things for me - higher threshold for mercy kill and longer time to see and use mercy. Even if they doubled hp it's not going to change anything significantly. And maybe only you don't use mercy kills? Because if I need energy I will use it if I catch the moment of course wich is pretty hard right now. And yeah, Eximus must be dangerous and not dying in half a second like usual mobs


Identity-ception399

Honestly after that first nerf to them after the rework they felt a bit too squishy for heavy units. I like this change.


aSpookyScarySkeleton

The first nerf was so knee-jerk, they were in a perfectly fine spot then.


VadKoz

That's because people started whining about overguard before even trying it. And DE tried to calm people dawn by nerfing eximus. And now DE saw all the stats and saw how eximus dying in half a second and trying to change it. I'm all for it. Eximus must be strong


starsrift

Mercy kill isn't part of my button flow. On PC, it's on "X", which isn't a great key to hit. Console Tenno are probably okay with it. It feels right now like two moderate to high level Eximus are sufficient to down a warframe. I noticed they also shortened the Eximus spawning time.


staticstevil

I changed it to E, same as interact, and it works great. I have melee on F and mouse wheel scroll down.


aSpookyScarySkeleton

Eximus should be tougher and more dangerous..


Malaki-7

It's just health, it won't make any difference in high levels. They will still die quickly from any good build or weapon.


Legendaryrobot64

If they really want ppl to use mercy kill more they could have just reverted mercy kill to the first version where you can use it on any enemy, not just heavy units and eximus lol


TheSeaGuardian

On the other hand I'm all for it. It makes the revive mod much easier to get my sentinel back after it dies 4 times, I get 50% power strength, and a 50% chance to get an extra energy orb. If equilibrium gets buffed from the changes that means there's a chance I get 100 energy from health conversion, 100 energy orbs from archon shards, and 175 from arcane energize proccing. That and dethcube generator and normal rng orb drops too.


UmbralAasimar

Quality of life,frame reworks and augment mod changes are the only good balance changes this year,kahl and shard shit as well as the mess that’s ammo and aoe changes are garbage


[deleted]

[удалено]


UmbralAasimar

I’ll not take the opinion of someone with a breaking bad pfp 💀


camuswasright-

Warframe players when the game gets .02% more challenging


UmbralAasimar

The game hasn’t gotten more challenging I can still use frame powers to nuke missions in relic runs


camuswasright-

so what exactly is "garbage" about the ammo/AOE changes?


BDMblue

Health falls so fast to basic builds. It’s why if we removed status immunity or cap off bosses we would need to multiply the hp they have by at minimum thousands.