If rebalancing is done, self dmg wouldn't cease to exist; I am just sick of getting obliterated by a single kulstar bomblet because the blast launched an enemy corpse towards me.
When you're in a perfectly good position to use explosive but then an ally jumps in front of your gun. Hear that? That silence? It's called seething hatred.
@@meliodafus6791 and it is a perfect retaliation. Someone did this while I was using my corrosive zarr during an Arbitration before the respawn mechanic was added.
The heavens bless me with no sony vegas crashes whilst rendering this, it's a miracle I tells yah also hey dads. How's your day today? Edit: Sony Vegas just crashed... Because I clicked the X button to close it. I think it's mad now and that's the most useless crash it has ever done
Zarr is one of my favorite weapons, and in most cases I've learned to play around the self damage, but blasting myself into confetti when a teammate dives out of fuckin nowhere into my line of fire may be one of the worst feelings in the game for me. Also thanks for keeping "Zee-Huge" relevant.
Only time I use weapons with heavy self damage like that are frames that are mostly immune to self damage due to their abilities like Revenant or an Assimilate Nyx.
Staticor, Amprex, Pox, etc. Never mentioned the flames of undying hell: Ignis. Also, I used Lenz a lot until I realized Amprex. (But the real turning point was when I had to charge the bow for like 2 seconds just to fire it into an ally who appeared on my screen for half a frame and outright splattered me against every wall in the corpus tileset. Thanks, DE, for player-projectile collision.)
Same here, but then I remembered that frames have wildly different hp ranges. Ideally, I think it'd be fine if a blast - if you're unlucky to eat it point blank - took off 1/4th of your max HP. So maybe make it percentage based and just have it eat 25% max HP at point blank, and have that value decrease as the blast gets further away from you.
It should just have an internal scaling system independent of most of the damage modifiers. It should still have a fixed amount of damage applied, but the scaling should be much more minor. Say if it deals 10% of base damage, no status, a fifth of the crit multiplier above 1 (so 3x becomes 1.4x), all damage mods scale the total damage completely additively (as opposed to base damage and elemental damage multiplying, for example), and then all non-generic mods are just entirely ignored. Something like that. And as long as players can move freely through other players, then player shots should move freely through other players.
Gaze, Quanta, Battacor, Simulor, Astilla, explosion on kill mods like acid shells etc. The list goes on. But at least Ogris can do what none of those can. Oneshot Inaros.
On top of the point you already made about Warframe abilities, there are no Warframe abilities that deal self damage unless it's part of the ability mechanic, such as Garuda's 3
That and Garuda's 3 *can't kill her*. Her HP will cap at 2, similar to Quick Thinking or her 1's augument, and you're locked out of using the ability until you get more health.
It's been replaced with self staggers that are even more hilarious. You lay down on the floor unless you try to move and not actually self wake up from lying on the floor.
@@TriburosOnline but at the levels of play where one needs the vex buff enemies are strong enough to chunk away the 100 hp needed to reach maximum damage buff anyway, so even there self damage serves no purpose
I swear, it’s so fun going back to these older videos. I even noted that at 10:34, the stats on the edited orgis look a bit like a cracked out Tenet Envoy c;
Idea to fix self damage Self damage cannot exceed 15% of max health or shield for damage per hit. Explosives wont be “op”, Chromas can keep their bs, and the weapon wont send you to space after one simple mistake Or you could just remove the mechanic overall, that would be equally effective
Or better yet, just make self-damage universal for all explosive weapons *Including for the AI* ;P But for real though, there are a few builds that rely on self-damage (e.g. using Mirage for eidolon hunting by setting herself on fire to provide her own light) without which, you'd have even more of a set meta without room for creativity. The 15% health gate is a good idea though - or just shield gating for all warframes in general *cough cough* - and making it so your bullets pass through fellow players would just be a passive convenience buff all around that would do more good than harm.
I just need a lenz vandal man. With double ammo capacity double radius, pulls in mobs into an implosion and much, much more suicide capabilities. Honestly lenz is the safest explosive weapon. Because even when your teammates hit the projectile, it only procs cold status and maybe hunter munitions, but enemy or ground and it gives you a lot of time to switch to operator and direct all damage into the void (operator crouch). But as a explosives lover I agree with you. Its really irritating when a teammate walks into my zarr projectile and kills me.
A quick advertisement of Napam Grenades and Adhesive Blast combination. Works magic on Penta. Damage boost of Napam Grenades with Penta's unmodded functionality thanks to Adhesive Blast. Frankly, Adhesive Blast is a much better safeguard on most launchers thanks to a Lenz-like fuse mechanic. Adhesive Zarr with Mirage is something to behold~
My issue with that is that you're still taking up a mod-slot for Adhesive Blast, just to make a weapon usable. And just like Cautious Shot, you can't use it on every explosive launcher either, like the Kulstar or Angstrum. Unless those have a variant that I'm unaware of, you're kinda outta luck with those exceptions Cautious Shot is way worse though given the investment it wants, and atleast Adhesive Blast doesn't slap you with a penalty on top of eating a slot
Why do you need adhesive blast napalm grenade just insta explodes on contact. So does zarr. Idk why you'd use adhesive blast on explode on contact weapons.
@@prateekkarn9277 I think the idea is that Adhesive Blast causes your projectiles to have a sort of 'fuse' on them. So if you accidentally shoot too close to you, you can just roll away or Transference
3 years passed, we have no self dmg and holy fuck, there is NO RUN without something like Bramma or other boomstick. I can't say I want selfdmg back, but holy shit we need something
First hek lips. Second, you can advance and rewind youtube videos by precisly one frame by pressing the comma and period keys, the ones also printed with the < and > which key rewinds and plays forward the video, I'll give you 3 guesses, the first 2 don't count.
Now that self damage is gone, I wonder, what if DE made a mod that enabled self-damage, it be could be an exilus mod and pretty much serve the opposite purpose of cautious shot. The reasons to why I would propose such a concept: -incase you wanted to use self-damage in some way for a skit -if you wanted to try to use self-damage for your advantage via abilities (ex. Chroma’s vex armor or Rhino’s iron skin) But to be fair that could be extremely overpowered so perhaps only self damage for thing like concealed explosives due to blatantly advertising self damage and only scaling off of smite mods, meaning relatively low damage.
I personally enjoy how they changed the Tonkor for the Kuva Tonkor for equal parts of it being fun to slug enemies in the face with a metal chunk as it is with the no self damage part.
Ah yes, Team Fortress. Me and my friends tried to get into it again last week. One of us was autobalanced every fucking match into the other team, mostly just after making a huge play. After being punished enough for doing good, we quit again.
New idea Step 1: Remove self damage from all weapons with some exceptions to the ones that advertise it (Lenz, Concealed explosives, ext) Step 2: Change Cautious Shot to ADD damage and self damage with (maybe 10% extra damage at the cost of 1% self damage per rank.) Step 3: enable more weapons with AOE potential to add this damage (Angstrum Javlok, Torid.) to use the new Cautious Shot. This is kinda what I just came up with. I personally enjoy self damage because I can use it to proc fire on ember/mirage and because I like the idea of keeping myself positioned to not blow myself up. so making a mod that enables more damage at the cost of blowing yourself up and It will allow Chroma. Embers. Equinoxes, Mirages, Revenants, ext) who want to use self damage to their own ends by picking how powerful the self damage will be. As Ember I can only use the Scourge or the Penta with the nightwave augment to proc heat on myself and while I love both weapons, I would like it if I could use some of the other weapons to proc a low damage fire and still work as weapons This is my general idea but I hope it helps, Thank you for reading my comment.
As someone who honestly likes self-damage, yes, I 100% agree. I feel that the current self-damage system is more fun than no self damage at all, BUT I do NOT feel the implementation is honestly good: It's just better than nothing. If I were to fix it, I'd cause the self-damage weapons to do % damage against your health+shields, but let it respect armor. For most weapons, this will be between 20 and 50%: multiple mess-ups could kill you, but a single one shouldn't unless you're already quite hurt. Even the Lenz for this (with being extremely good and having a basic safety feature) I'd only make it about 75%: it's likely to kill you but not guaranteed. The issue is that it's not really a mass solution: each weapon requires custom attention and testing, and the ideal solution would be one that can be mass-applied to all launcher weapons with ease.
As for Cautious Shot... as far as I'm concerned, either take it out entirely or change it to something entirely different. A health gating effect? Immunity to self-damage procs? Heck, forget the self-damage entirely: make it a rifle mod, increase armor when scoped.
Cautious Shot shouldn't be at 100% self damage resist. I mean the mod would STILL be useless unless it's at max rank. rather have it give your weapon a damage cap on self damage. can still be at 9% per rank but have it scale in reverse from 99% so unranked, your weapon self damage will be capped at 99% of your max health, and at max rank the cap would be 9% so no matter how powerful the weapon you'd be able to tank up to 11 instances of self damage
I remember when tonkor didn't have self damage, saw it on most missions at that point, but it was like slide attacks only easier to use. The problem lies in the fact that not all warframes have the same resistances to damage and we are fast as well.
@@ExaltedWaffle Ye, and I appreciate the patience; I usually don't do back-to-back videos on a 'series' just because the editing flow can become super stale, but it was even more important to take a break from it because there's by far more melees than primaries or secondaries. But I'm good now and I'll try to have it out as the next vidya
I only use explosive weapons when I play Wukong because the clone can't damage himself with them. When he's wielding a Secura Penta with a Riven and Napalm Grenades mod, he turns maps into a Michael Bay movie.
20:40 he explains himself for the mispronounce of the Zhuge prime. and p.s. , don't use life will change from persona to make an ending, it should be used for the opening of ur vid m8.
Trib, do you think a mod like I though: Increase 1% dmg and Crit Chance per meter travelled until explodes. Would be good as a Unique Mod for Explosive weapons?
Depends on the scaling in regards to each meter that it passes. Like does that 1% go up depending on the mod's rank? Or is it 1% at max rank and only a fraction before that point?
'This Aged poorly' Nah it aged as well as it could, especially since many of the problems came AFTER the Self-Damage removal. Meaning that they did add in AoE Damage weapons with the proper reward vs risk but they didn't add in the good shit before the Self-Damage Removal. Even if they kept it in, lmao good luck dealing with some of the enemies that can now sprint towards you in the time in takes for you to fire. If they were to add in Self Damage again, just make it so that each shot deals a % of your max health, so that using it is a proper risk while giving a reward. It's hard enough to deal with the enemies that can one-shot shields and health.
Solution is simple. Only use the base damage of the weapon when calculating self damage. That means mods and skills that modify the damage of the weapon are not taken into account when doing the equation for self damage.
I think there is a fairly easy fix to that. There are the +explosion mods. If they remove innate self damage on weapons. Then they just make it optional by keeping self damage when the mods are equipped. So you get to keep that concealed explosive self harm for chroma, but also gets rid of the landmine that is a Zhuge prime bolt on an enemy that is currently charging you xD
@@MrSeals1000 what you are proposing is effectively the opposite of cautious shot. This mod you are proposing is also a band-aid fix and takes up a valuable mod slot.
@Luke Fraczek that doesn't work either. Takes forever to get through my stuff due to Trinity+harrow. And then, it has to go through my sheilds first, so by the time it gets to my health, I have so much armor that... No damage goes on my health and I can never hit the cap without taking forever. By which point I'm going so slow I'll be lucky to make a 2x3
@@metrod2030 someone asked this too. Again, it deals too little damage, especially because of Trinity+harrow and by time it reaches my health, I have so much extra armor that it deals absolutely no damage whatsoever. I need self damage to max my vex armor.
Another thing DE needs to understand Make blast jumping a thing, please! And I don't mean you flying through the sky when you die due to an explosion. I want to see an explosion propelled Rhino moving faster than that up coming Warframe at 300% power strength and maximum possible sprint.
Tonkor had it at one point but I believe they removed blast jumping on the it because there wasn't much point to it anymore once Bullet Jumping was implemented, and it was further made irrelevant due to Operator dashes. That part I can understand them doing. It's the same reason Excalibur's Super Jump was removed ... But as to why Vauban still has Bounce I have no clue
DE nigga: add self damage Dev: ok. DE nigga: and make it the shittiest self damage mechanic in the whole universe Dev: what? DE nigga: you dare oppose me mortal?
Personally I think it more depends on perspective and time. People were saying that the Tonkor back in like - man like 2016...? - was broken, since it did almost no self damage and had really good crit stats and base damage. But looking back on it, I think it was a combination of the community hivemind that generated that mindset, but also the game being in a different point in time. Back when weapons held more of a candle to frame powers in regards to clearing groups (weapons are still better at handling heavies though), and back when power creeped weapons like the Gram Prime didn't exist. Nowadays, I think most would agree that the old Tonkor would be completely fine, and I look back on it being a perfect example of how all explosive launchers should work. Our meta is vastly different than it was all those years ago; Wide range, long distance DPS is now mostly handled by frames rather than weapons unless you're a frame that relies on buffing said weaponry like Chroma or Mirage. So a weapon like old-Tonkor I feel would be fine. But regarding the Staicor, even back in 2018, I didn't see the Staticor as dominating as the old metas like Mirage / Simulor or Telos Boltace if you remember that dark period.
I'm okay with self-damage because I strongly dislike reliance on weapons like the Tonkor that many noobs have used as a crutch. On the topic of the Zenistar... it was broken at one point. It used to do stealth damage... imagine playing Loki in defense, dropping the heat disc on the pod, and going invisible... was actually a thing my friend did to power level in Infested defense... worked great. Was totally broken. My solution to the "self-damage" problem would be health gating. If I were the guy making these decisions at DE, I'd make it so any damage (self or otherwise) coming in at you from 50%+ HP would drop you to 1 HP. It wouldn't make any functional difference, since you'd likely get shot immediately afterwards, but hey, not my problem.... just grow a pair and stop playing the game on crutches.
Self Damage Weapons: Exist, doing AOE damage at range with a huge risk. Excalibur, literally the first Warframe you can get: But, my Exalted Blade, bro.
Just put a 25% Max health self damage limit so you don't One-shot yourself and know when to be more careful Also, hek lips...and I did it on my phone xd
Great video, rationally and intelligently addressed all the problems with self damage. Hope DE sees this and thinks a little harder about the mechanic.
Next week DE's just gonna add self damage to every weapon and ability to even it out.
Or friendly fire
@@FilmAcolyteReturns i love friendly fire
@@AOTLTng Revenant team killer
@@placeholder29 oh yes
Oh god no...
DE: watches Trib's self damage video outline clearly the flaws with self damage
Also DE: adds self damage to antimatter drop, pox and vulcan blitz
Use finishers to commit not alive.
funny, he mentione de doing something like that, right about here: 15:12
And the poor forgotten mutalist cernos
Plz tell me this is a joke I can't tell
@@seabass8193 it is a joke
Self-damage should be fixed.
Then again, I'm the guy who will point-blank detonate a Penta grenade *ON PURPOSE* just to activate Wukong's passive.
Same. Usually use a glaive tho.
If rebalancing is done, self dmg wouldn't cease to exist; I am just sick of getting obliterated by a single kulstar bomblet because the blast launched an enemy corpse towards me.
I like how Pablo had to make double sure that the loot effect didn't affect Kuva farming; he knew immediately what would go down if it did
Me increasing my Chroma's damage lol
Tonkor should have self damage
When you're in a perfectly good position to use explosive but then an ally jumps in front of your gun.
Hear that? That silence? It's called seething hatred.
When this happens.
I always pull that sweet host migration for everyone
*muffled screams into the pillow*
@@meliodafus6791
I am pretty sure that is an uneccessarily excessive response.
@@TheKing-qz9wd It's my way of dealing with that problem
@@meliodafus6791 and it is a perfect retaliation. Someone did this while I was using my corrosive zarr during an Arbitration before the respawn mechanic was added.
*Loki dies In infinity Warframe*
Loki experience requeim
y u spoilerino my comments
Bit of an overestimation of this game's lifespan. :^)
The heavens bless me with no sony vegas crashes whilst rendering this, it's a miracle I tells yah
also hey dads. How's your day today?
Edit: Sony Vegas just crashed... Because I clicked the X button to close it. I think it's mad now and that's the most useless crash it has ever done
Beach Episode
Lemonsauce when uwu 1 hour loop?
I think the Zarr scales better with status and and mutitple chances to proc status instead criting
Playing the objective on hightower.
You may need a few more crashes.
Thanos crashed the Sony Vegas.
This shit is the reason i'm only allowed to use explosive weapons with Revenant.
Good idea
Zarr ❤️
Lenz
I just learn something today thx
It plays nice with Revenant's Mesmer Skin you say?
Well golly, that sure sounds handy!
Let's nerf it =)
Self Damage: exists
DE: Perfectly balanced, as all things should be
Only thing balanced is my body landing on that railing after a team mate ran in front of my Angstrum
DE *removes self damage*
Triburos: It's time to party and it only took them 5 years
Meanwhile in the forums (and occasionally reddit): "BRING BACK SELF DAMAGE"
@@edcaous wahhh waaahhhh chroma suxs nooowww!!!!
@@sus6221 alot of weapons are now not worthe anything thanks to self damage removel
@@mitab1 Wait what? How does a weapon not hurting you make it worse at hurting enemies?
@@hazeltree7738 niche rhino iron skin hikou buffing. Now that’s gone, there goes the reason to use the hikou.
Trib: splatoon music while talking about warframe using tf2
Me: *confused screaming*
Hey mang splat got rockin music- doesn't have to fit the context
@@TriburosOnline I 100% agree with you.
Triburos my three favorite multiplayer shooters in one video. What a combination
I’m not even going to start about life will change
Zarr is one of my favorite weapons, and in most cases I've learned to play around the self damage, but blasting myself into confetti when a teammate dives out of fuckin nowhere into my line of fire may be one of the worst feelings in the game for me.
Also thanks for keeping "Zee-Huge" relevant.
CastIronNest simple solution! Use frames that REVOLVE around damage of any kind I.e harrow’s 4
my friend always gets infront of me on purpose when i have explosive weapons on hand
Only time I use weapons with heavy self damage like that are frames that are mostly immune to self damage due to their abilities like Revenant or an Assimilate Nyx.
I am from the future where the Zarr Prime (Kuva) reigns joyfully above
Staticor, Amprex, Pox, etc. Never mentioned the flames of undying hell: Ignis.
Also, I used Lenz a lot until I realized Amprex. (But the real turning point was when I had to charge the bow for like 2 seconds just to fire it into an ally who appeared on my screen for half a frame and outright splattered me against every wall in the corpus tileset. Thanks, DE, for player-projectile collision.)
Ignis I did kinda forget about, but that's mainly just because I prefer the Amprex is almost all scenarios outside of container busting runs
This is gonna get buried down the Dog Days tactical alert hype for being quirky, I'm telling yall.
Beach episode too stronk for me
Water gun with self damage.
Speaking of self damage
Rocket Jumper
That's a mobility tool.
Is that a TF2 reference?
@@exiletheblank Yes.
buuut it doooesn't do damage to the enemiiiiies smh my head
@@zw3in that's the point it doesn't do any self damage
The first thing that came to my mind was to just set a fixed self damage number to avoid one shotting yourself even with the 99% damage reduction
Same here, but then I remembered that frames have wildly different hp ranges. Ideally, I think it'd be fine if a blast - if you're unlucky to eat it point blank - took off 1/4th of your max HP. So maybe make it percentage based and just have it eat 25% max HP at point blank, and have that value decrease as the blast gets further away from you.
Like the old Tonkor had? Which they then removed, because people were *gasp* HAVING FUN with it!?
It should just have an internal scaling system independent of most of the damage modifiers. It should still have a fixed amount of damage applied, but the scaling should be much more minor. Say if it deals 10% of base damage, no status, a fifth of the crit multiplier above 1 (so 3x becomes 1.4x), all damage mods scale the total damage completely additively (as opposed to base damage and elemental damage multiplying, for example), and then all non-generic mods are just entirely ignored. Something like that.
And as long as players can move freely through other players, then player shots should move freely through other players.
"Hek Lips"
Also, I heard that 8-bit Persona 5 music. Y'aint slick.
THAT'S what I was forgetting. Forgot to add music credits to the description
Thank lad
@@TriburosOnline You're welcome, Trib.
I guess he really wants DE to have a...
Change of heart?
Zhuge is actually pronounced Hek Lips you absolute human bean.
uwu i still chuckle when trying to say it like Hue-Guh
I just say it as Z - huge
Also doesn't have self damage:
The Arca Plasmor
The Ignis Wraith
The Catchmoon
Melee weapons
But the Ogris would be broken OP tho
Optocor and Opticor Vandal.
Forgot about the Ignis actually; I usually prefer the Amprex over it unless i'm doing a container loot run
@@TriburosOnline you need to try out our lord and savior Gas Ignis
Tombfinger
Gaze, Quanta, Battacor, Simulor, Astilla, explosion on kill mods like acid shells etc. The list goes on. But at least Ogris can do what none of those can. Oneshot Inaros.
On top of the point you already made about Warframe abilities, there are no Warframe abilities that deal self damage unless it's part of the ability mechanic, such as Garuda's 3
That and Garuda's 3 *can't kill her*. Her HP will cap at 2, similar to Quick Thinking or her 1's augument, and you're locked out of using the ability until you get more health.
@@sofija1996 Precisely
"Energy is valuable" play inaros with hunter adrenaline and rage
Laughs in Nidus
Laughs in nekros
Laughs in zenurik
Laughs in energizing dash
Ha! In trinity
It's been replaced with self staggers that are even more hilarious. You lay down on the floor unless you try to move and not actually self wake up from lying on the floor.
Hek Lips, and I didn't know about that trick! pause life my dude
[One year later]
We did it boys, self damage is no more!
Notification of Trib : new video
Me: cool is it finally the weapo-
Notification : self damage
Me : well alrighty
Introduce rocket jumping
**I was kidding**
AND NOW THEY FIXED SELF-DAMAGE! :D TRIB YOU THE GREAT WARFRAME PROPHET!
I think it's also important to note that self damage can't be used to amp up warframe powers. Meaning there is no benefit at all to having it in.
Only exception being Chroma's Vex Armor anyways
@@TriburosOnline but at the levels of play where one needs the vex buff enemies are strong enough to chunk away the 100 hp needed to reach maximum damage buff anyway, so even there self damage serves no purpose
I've shot teammates and stupid Nekros rezzes a trillion times, I would love if shots passed through friendlies.
this aged POORLY
I swear, it’s so fun going back to these older videos. I even noted that at 10:34, the stats on the edited orgis look a bit like a cracked out Tenet Envoy c;
Whoever it is at DE that keeps self damage in the game has Hek Lips and deserves to be punished accordingly
One word: Stug
The damn thing is more effective against you than it is to enemies
Idea to fix self damage
Self damage cannot exceed 15% of max health or shield for damage per hit. Explosives wont be “op”, Chromas can keep their bs, and the weapon wont send you to space after one simple mistake
Or you could just remove the mechanic overall, that would be equally effective
Or better yet, just make self-damage universal for all explosive weapons *Including for the AI* ;P
But for real though, there are a few builds that rely on self-damage (e.g. using Mirage for eidolon hunting by setting herself on fire to provide her own light) without which, you'd have even more of a set meta without room for creativity. The 15% health gate is a good idea though - or just shield gating for all warframes in general *cough cough* - and making it so your bullets pass through fellow players would just be a passive convenience buff all around that would do more good than harm.
Fixed self damage based on 50% of the projectile damage (not the explosive damage)
man, this is quite a relic from the past
I just need a lenz vandal man. With double ammo capacity double radius, pulls in mobs into an implosion and much, much more suicide capabilities.
Honestly lenz is the safest explosive weapon. Because even when your teammates hit the projectile, it only procs cold status and maybe hunter munitions, but enemy or ground and it gives you a lot of time to switch to operator and direct all damage into the void (operator crouch).
But as a explosives lover I agree with you. Its really irritating when a teammate walks into my zarr projectile and kills me.
GIIIIIVE UNTO THE VOID
A quick advertisement of Napam Grenades and Adhesive Blast combination. Works magic on Penta. Damage boost of Napam Grenades with Penta's unmodded functionality thanks to Adhesive Blast. Frankly, Adhesive Blast is a much better safeguard on most launchers thanks to a Lenz-like fuse mechanic. Adhesive Zarr with Mirage is something to behold~
My issue with that is that you're still taking up a mod-slot for Adhesive Blast, just to make a weapon usable. And just like Cautious Shot, you can't use it on every explosive launcher either, like the Kulstar or Angstrum. Unless those have a variant that I'm unaware of, you're kinda outta luck with those exceptions
Cautious Shot is way worse though given the investment it wants, and atleast Adhesive Blast doesn't slap you with a penalty on top of eating a slot
Why do you need adhesive blast napalm grenade just insta explodes on contact.
So does zarr.
Idk why you'd use adhesive blast on explode on contact weapons.
@@prateekkarn9277 I think the idea is that Adhesive Blast causes your projectiles to have a sort of 'fuse' on them. So if you accidentally shoot too close to you, you can just roll away or Transference
And now looking back at this during the Zoom and boom meta. Ah yes. Age.
I was once using my Ogris from archwing, Itzal of course, had 4 up...I somehow managed to shoot one of my own drones with the Ogris...ya.
"did you just use , and ."
cries in mobile
, .
I don’t get it.
When you have the MIGHTY SEER equipped you are immune to self damage
ThePope OfAwesomeness fuck the seer
Dead meme
Oof
3 years passed, we have no self dmg and holy fuck, there is NO RUN without something like Bramma or other boomstick. I can't say I want selfdmg back, but holy shit we need something
First hek lips.
Second, you can advance and rewind youtube videos by precisly one frame by pressing the comma and period keys, the ones also printed with the < and >
which key rewinds and plays forward the video, I'll give you 3 guesses, the first 2 don't count.
JK, L
Now that self damage is gone, I wonder, what if DE made a mod that enabled self-damage, it be could be an exilus mod and pretty much serve the opposite purpose of cautious shot. The reasons to why I would propose such a concept:
-incase you wanted to use self-damage in some way for a skit
-if you wanted to try to use self-damage for your advantage via abilities (ex. Chroma’s vex armor or Rhino’s iron skin)
But to be fair that could be extremely overpowered so perhaps only self damage for thing like concealed explosives due to blatantly advertising self damage and only scaling off of smite mods, meaning relatively low damage.
Now that self damage is gone trib would definitely be proud of his achievement by complaining so much that they took it out.
I personally enjoy how they changed the Tonkor for the Kuva Tonkor for equal parts of it being fun to slug enemies in the face with a metal chunk as it is with the no self damage part.
Damn, seeing Soldier in this makes me a bit sad
Rick May was taken away from us way too soon
Ah yes, Team Fortress. Me and my friends tried to get into it again last week. One of us was autobalanced every fucking match into the other team, mostly just after making a huge play. After being punished enough for doing good, we quit again.
Team fortress is one of the worst games ever created, don't bother.
The Funk oh, i like the game a lot, but recently it makes itself extremely hard to like.
*Looks at Zhuge Prime*
*Sweats*
Thank you for making this, it really needed to be looked at in depth so that DE can finally get their ass in gear with it
Revenants with high strength: *laughs*
Listen self damage is needed but I hate it when my tonkor doesn't blow up, I get that it's to protect you but seriously let me blow myself up
So, who’s going to tell the good news that self damage is now extinct...
*did I say that out loud?*
Whoa whoa whoa hold on a sec, getting stepped on By an eidolon doesn't fully activate the buff....
...buff Eidolon steppies?
@@sofija1996 Lmao ikr
New idea
Step 1: Remove self damage from all weapons with some exceptions to the ones that advertise it (Lenz, Concealed explosives, ext)
Step 2: Change Cautious Shot to ADD damage and self damage with (maybe 10% extra damage at the cost of 1% self damage per rank.)
Step 3: enable more weapons with AOE potential to add this damage (Angstrum Javlok, Torid.) to use the new Cautious Shot.
This is kinda what I just came up with. I personally enjoy self damage because I can use it to proc fire on ember/mirage and because I like the idea of keeping myself positioned to not blow myself up. so making a mod that enables more damage at the cost of blowing yourself up and It will allow Chroma. Embers. Equinoxes, Mirages, Revenants, ext) who want to use self damage to their own ends by picking how powerful the self damage will be.
As Ember I can only use the Scourge or the Penta with the nightwave augment to proc heat on myself and while I love both weapons, I would like it if I could use some of the other weapons to proc a low damage fire and still work as weapons
This is my general idea but I hope it helps, Thank you for reading my comment.
As someone who honestly likes self-damage, yes, I 100% agree. I feel that the current self-damage system is more fun than no self damage at all, BUT I do NOT feel the implementation is honestly good: It's just better than nothing. If I were to fix it, I'd cause the self-damage weapons to do % damage against your health+shields, but let it respect armor. For most weapons, this will be between 20 and 50%: multiple mess-ups could kill you, but a single one shouldn't unless you're already quite hurt. Even the Lenz for this (with being extremely good and having a basic safety feature) I'd only make it about 75%: it's likely to kill you but not guaranteed. The issue is that it's not really a mass solution: each weapon requires custom attention and testing, and the ideal solution would be one that can be mass-applied to all launcher weapons with ease.
As for Cautious Shot... as far as I'm concerned, either take it out entirely or change it to something entirely different. A health gating effect? Immunity to self-damage procs? Heck, forget the self-damage entirely: make it a rifle mod, increase armor when scoped.
And now aoe weapons are all you'll see in public lobbies
Energy is valuable
Me: laughs in harrow
hek lips are pretty good at yelling "ARE YOU READY FOR A SACRIFICE"
😂😂😂🤣🤣🤣
TENNO MAGGOTS
@@sofija1996 TENNO BONES WILL LINE GRINEER HOMES!!!
"WHY ARE THESE FOOLS STILL BREATHING MY AIR?! THIS IS UNACCEPTABLE!" 🤣
And now that self damage is completely gone explosive weapons are some of the best in the game and everything else might as well cry their eyes out.
Cautious Shot shouldn't be at 100% self damage resist. I mean the mod would STILL be useless unless it's at max rank.
rather have it give your weapon a damage cap on self damage. can still be at 9% per rank but have it scale in reverse from 99%
so unranked, your weapon self damage will be capped at 99% of your max health, and at max rank the cap would be 9% so no matter how powerful the weapon you'd be able to tank up to 11 instances of self damage
I remember when tonkor didn't have self damage, saw it on most missions at that point, but it was like slide attacks only easier to use. The problem lies in the fact that not all warframes have the same resistances to damage and we are fast as well.
2:32 I think you mean "unlike" here, Trib. We wouldn't want to anger the lovely people at r/thanosdidnothingwrong
It wont kill a regular strong grineer but it obliterates you're highly advanced space armor
Where's the melee reviews?
Havn't forgotten; took a break from it to break up the monotony of editing the similar format. It'll probably be the next vidya
@@TriburosOnline it's good to hear you're taking a break from that series :D
@@ExaltedWaffle Ye, and I appreciate the patience; I usually don't do back-to-back videos on a 'series' just because the editing flow can become super stale, but it was even more important to take a break from it because there's by far more melees than primaries or secondaries. But I'm good now and I'll try to have it out as the next vidya
I only use explosive weapons when I play Wukong because the clone can't damage himself with them.
When he's wielding a Secura Penta with a Riven and Napalm Grenades mod, he turns maps into a Michael Bay movie.
21 minutes?
Alright, wait was worth it Trib daddy, I’ll bite
Well this video is now for the Warframe archives. Self Damage implementation will soon be a thing of memory.
I guess you got to delete this video now as next major update wipes self damage into the realms of stamina, super jump, and old wukong
How the hell did this ALREADY get two likes!? This is a 6 month old video!
7 months later and this video finally convinced Scott to remove self damage. Well done Trib.
20:40 he explains himself for the mispronounce of the Zhuge prime.
and p.s. , don't use life will change from persona to make an ending,
it should be used for the opening of ur vid m8.
well spoken (last few words about the corner guy) and throw the guy responsible for the messy codex alongside with him into the void
Trib, do you think a mod like I though: Increase 1% dmg and Crit Chance per meter travelled until explodes. Would be good as a Unique Mod for Explosive weapons?
Depends on the scaling in regards to each meter that it passes. Like does that 1% go up depending on the mod's rank? Or is it 1% at max rank and only a fraction before that point?
@@TriburosOnline about the idea in general, do you think it would work? You know, better reward but still dangerous
Chroma sacrificed himself to remove self damage, a moment of silence
inb4 every weapon gets self damage in some form.
all bullets and projectiles can now ricochet and hit you
e8z'sy ignis overheats and burns you (or gases you if you screw up)
really good video Trib. I wish DE would listen to you cuz your points are valuable to the game.
"Hek Lips" hehe nice touch sooooooo when do you think DE is going to release the Lenz vandal
Never cause they already think it’s over powered and my broken ass build doesn’t help either.
'This Aged poorly'
Nah it aged as well as it could, especially since many of the problems came AFTER the Self-Damage removal. Meaning that they did add in AoE Damage weapons with the proper reward vs risk but they didn't add in the good shit before the Self-Damage Removal.
Even if they kept it in, lmao good luck dealing with some of the enemies that can now sprint towards you in the time in takes for you to fire.
If they were to add in Self Damage again, just make it so that each shot deals a % of your max health, so that using it is a proper risk while giving a reward.
It's hard enough to deal with the enemies that can one-shot shields and health.
ah the good ol days of when AoE weapons werent considered gamebreaking or oppressive..
eh..heheh.... ah..
i miss them
Solution is simple. Only use the base damage of the weapon when calculating self damage. That means mods and skills that modify the damage of the weapon are not taken into account when doing the equation for self damage.
I swear if they remove self damage I'm gonna be so pissed. How the hell are we gonna play chroma in edilons without self damage?
I think there is a fairly easy fix to that. There are the +explosion mods. If they remove innate self damage on weapons. Then they just make it optional by keeping self damage when the mods are equipped.
So you get to keep that concealed explosive self harm for chroma, but also gets rid of the landmine that is a Zhuge prime bolt on an enemy that is currently charging you xD
@@MrSeals1000 what you are proposing is effectively the opposite of cautious shot. This mod you are proposing is also a band-aid fix and takes up a valuable mod slot.
@Luke Fraczek that doesn't work either. Takes forever to get through my stuff due to Trinity+harrow. And then, it has to go through my sheilds first, so by the time it gets to my health, I have so much armor that... No damage goes on my health and I can never hit the cap without taking forever. By which point I'm going so slow I'll be lucky to make a 2x3
Get stepped on by a giant robotic foot?
@@metrod2030 someone asked this too. Again, it deals too little damage, especially because of Trinity+harrow and by time it reaches my health, I have so much extra armor that it deals absolutely no damage whatsoever. I need self damage to max my vex armor.
Me, looking at my 70% usage of Zarr: "haha, yeah..."
Another thing DE needs to understand
Make blast jumping a thing, please! And I don't mean you flying through the sky when you die due to an explosion. I want to see an explosion propelled Rhino moving faster than that up coming Warframe at 300% power strength and maximum possible sprint.
Tonkor had it at one point but I believe they removed blast jumping on the it because there wasn't much point to it anymore once Bullet Jumping was implemented, and it was further made irrelevant due to Operator dashes. That part I can understand them doing. It's the same reason Excalibur's Super Jump was removed
... But as to why Vauban still has Bounce I have no clue
But explosion propelled Rhino traveling faster than the Itzal spamming blink.
SPEEEEEEEEEEEEEEEEEEEEEEED
@@morganpriest7726 someone gets it
It’s so wild how de disregarded all of this and just decided to remove all the ammo and cc the player. FUN.
tl:dw: buff all explosives and make all explosives pre- pre- pre nerf Tonkor that came with the Nyx Nemesis Skin.
Welp, kinda got what I wanted c:
DE nigga: add self damage
Dev: ok.
DE nigga: and make it the shittiest self damage mechanic in the whole universe
Dev: what?
DE nigga: you dare oppose me mortal?
And now the game is plagued by AOE and explosive weapons because they removed self damage. Thanks DE.
Zarr + Celestial Twin = Megumin's fire power with Darkness' durabillity and stamina
2018 staticor was definitely game breaking, no reason to use anything but it until it’s ‘fix/nerf’
Personally I think it more depends on perspective and time. People were saying that the Tonkor back in like - man like 2016...? - was broken, since it did almost no self damage and had really good crit stats and base damage. But looking back on it, I think it was a combination of the community hivemind that generated that mindset, but also the game being in a different point in time. Back when weapons held more of a candle to frame powers in regards to clearing groups (weapons are still better at handling heavies though), and back when power creeped weapons like the Gram Prime didn't exist.
Nowadays, I think most would agree that the old Tonkor would be completely fine, and I look back on it being a perfect example of how all explosive launchers should work. Our meta is vastly different than it was all those years ago; Wide range, long distance DPS is now mostly handled by frames rather than weapons unless you're a frame that relies on buffing said weaponry like Chroma or Mirage. So a weapon like old-Tonkor I feel would be fine.
But regarding the Staicor, even back in 2018, I didn't see the Staticor as dominating as the old metas like Mirage / Simulor or Telos Boltace if you remember that dark period.
coming back to this video in the current age of AOE is really interestinf
*Self-damage is too Damn high*
*DE should take notes from TF2*
THIS FUCKING THIS
COPY AND PASTE TF2'S SELF DAMAGE PLEASE DE
Even with that -99% self damage mod LUL it'll still oneshot you
@@MrSeals1000 FUCKING HAVE A SWITCH FOR THE DAMAGE WHEN IT HITS YOU.
THATS HOW TF2 DOES IT.
coming here after looking at the DEVSTREAM of yesterday.... this is a day for the annals.
This is why I Yeeted my zarr into the void
I'm okay with self-damage because I strongly dislike reliance on weapons like the Tonkor that many noobs have used as a crutch.
On the topic of the Zenistar... it was broken at one point. It used to do stealth damage... imagine playing Loki in defense, dropping the heat disc on the pod, and going invisible... was actually a thing my friend did to power level in Infested defense... worked great. Was totally broken.
My solution to the "self-damage" problem would be health gating. If I were the guy making these decisions at DE, I'd make it so any damage (self or otherwise) coming in at you from 50%+ HP would drop you to 1 HP. It wouldn't make any functional difference, since you'd likely get shot immediately afterwards, but hey, not my problem.... just grow a pair and stop playing the game on crutches.
and here we are today with shit like the bubonico clearing out levels with no risk...really wish self damage came back
Cry harder
Self Damage Weapons: Exist, doing AOE damage at range with a huge risk.
Excalibur, literally the first Warframe you can get: But, my Exalted Blade, bro.
Just put a 25% Max health self damage limit so you don't One-shot yourself and know when to be more careful
Also, hek lips...and I did it on my phone xd
14:27 hmm about that trib....
remove self damage
also
Hek lips
Great video, rationally and intelligently addressed all the problems with self damage. Hope DE sees this and thinks a little harder about the mechanic.
*Chroma Mains dislike this video*