CORRECTION: Koumei's pieces from the shop are more expensive than stated (I mixed up my notes and didn't have cause to check again) The full set is 330, making it 19-24 runs for the whole set without mission drops, or 24-31 runs including build costs.
Koumei is a bit silly on design. Her 1 and 4 have anti-synergy and her 3 has a non-sensical 3 sec cooldown. Yeah the 3 is about her triple 6's but gimping an already gimbed ability (50% chance) with that additional layer is simply stupidity.
this is what im betting on. i wouldnt be surprised of it had a balance to it where like, youre more likely to get higher rolls but in exchange the low rolls are made worse in some way.
or just make her 2/dice rolls effected by any stat whatsoever. Efficiency for less kills per challenge? Strength for higher rare decree chances? Duration for lower cooldown timer? Honestly it shouldn't need to use a augment if it wasn't for DE just randomly making stats not effect her in almost any meaningful way
I wouldn’t mind this, even if it doesn’t change the odds. If 9 casts hasn’t provided any triples, knowing the 10th cast would have a forced trio of 6s is incredibly valuable, and kind of a hard augment to pass up. …or better yet, notifying Koumei that the next roll will be a triple roll. Knowledge and information being the most OP stat for investment!
Wouldn't nearly be enough. Reliability would still be a major problem. Koumei's 2 is essentially useless, even if you could actually got to use it in a team. Even giving you THREE at a time, not a choice, just giving you 3, it would still be statistically bad. 3 is the worst kind of tanking. "Maybe you don't die". 1 does nothing. 4 does little. We need a "Oops. Turns out a gambling frame was a bad design choice. Let's just replace everything while sticking to the Shrine Maiden schtick." patch.
@@Prophes0r I really hate the idea of reworking koumei at all, the entire point is that she is a gambling frame and her 2 literally applies to that, but I do think the cooldown for her 2 is complete ass, otherwise she doesn't need any HUGE ass changes
@@velkana IMO her ult should drag enemies towards her, which would solve the problem of her 1 and 4 having direct anti synergy. It'd be even cooler if it gave them a spooky puppet walking animation. I think that would do a lot for her.
@@velkana I want to be able to pick between melee or non melee decrees. The first time I used her I got 4 melee decrees in a row on my non melee build. Haven't used her since. If I wanted to gamble I'd download a mobile game or go to the real casino
@@Dieonceperdaythat would be a good augment mod rather than "don't actually gamble with the gamble frame" stunning enemies in place is still nice so having the chance to pick between them is good for an augment.
I really like this direction DE is heading with promoting build variety. Like we no longer always run serration instead we now have the choice between gunco or cannonade, we can choose between having a decent amount of crit, more crit but with less firerate, or even more crit but having to shoot headshots. People that don't like to use faction mods can now use Elementalist, Merciless is no longer the only primary arcane people run. Archon shards can replace a mod on your frame, the operator can provide a variety of support for your frame, energize is still good but it isn't necessary anymore because you can replace it with loads of other forms of energy regeneration giving you more flexibility with Arcanes, both light and heavy attack melees are good, utility weapons exist, companions can do the priming for you know allowing you to use a single shot weapon in the slot you previously used for priming while having an AoE equiped in the other slot and in the third slot you have a utility weapon. And this combination can be in all 3 melee, primary and secondary weapon slots, viral and slash is still good, but other genres elemental combinations are now equally good in their own way, every companion is now useful in at least some play style, and now a frame that is more reliant on randomness than how you build her allows you to use underused modsets. I can remember a time where builds in Warframe were getting very boring because they were all the same. Building is now more custom to playstyle than ever. The only thing I wish for is for more operators to be able to deal good damage so that I don't have to feel bad when I try to revive myself and I didn't pick Madurai or Unairu, and make it easier to swapp between Operator arcane loadouts. Because the only time I don't think a lot about what I run with the operator (other than the focus school) is the inconvience of the extra steps that come with it.
This might be the most unique video on Koumei out there. Most, if not ALL, of the videos I've seen posted simply call her mid to trash. Very positive outlook here, and informative as always. I hope you never stop doing these in-depth guides.
@Havok91 That's why I love Ken. He's informative and gives you tools and information to make things work! Plus, he puts a LOT of effort into his videos.
This is a good youtuber, most waframe youtubers don't fully understand everything and will just follow meta, test things out yourself before coming to conclusions
@@VoraciousSergalthen you can still use a cedo or epitaph or nukor etc to spread status. The only reason you would play Copemei is if you wanted to which is fine. But to say she’s good is just stupid
Bunraku has an effect you completely missed. And that's that it opens the enemies for "Ground finishers" while under it's effects, at least last I checked. This makes it a slightly expensive option but it can open enemies to finishers.
I'm running ore gaze with Paris Incarnon mecha linked sunika, akarius, okina, and life.could not be easier. The moment I get strength for armor, Ore Gaze jumps waaaaay over 100% loot buff. Not meta, but I'm just a happy little loot goblin
@@LadyMorrigan how did you build their claws? i have to incubate 2 more of the kubrow types because i recently got ride of them just before the pet changes...
1. Mecha set has been great even before the rework. 2. Apparently modding the claws for status damage affects mecha set. (don't forget contagious bond on the pet to boost mecha set) 3. Status Duration posture mod apparently also affects mecha set.
@@A_Game_Zone Ohh i already run the full mecha set on several frames but i always love to see what others have come up with. I have neglected conservatiojn so i have not tested all new mods yet. Thanks for the tips i will try it out.
In the 11 years i've been playing Warframe this has to be the most divisive frame. And it's pretty consistent on which direction a certain type of player will go. Being a divisive frame isn't inherently bad, the issue is that the people who think she's irredeemably terrible almost always target the people that enjoy her and think she's good, rather than providing any valid criticism beyond "inconsistent", or providing any sort of constructive feedback to her design and kit. Nah, it's all just been personal attacks against the other side of the playerbase.
This is definitely my biggest issue so far. I adore her, but yeah, she does have some pretty major flaws (although I think they're entirely viable to work around). But seeing basically non-stop vitriol for one of my new favourite frames whenever I look anywhere in the community lately is genuinely just tiring.
@@tanwenwalters7689she’s fun to play! But, I have two builds. One, for short starchart missions where the decrees were distracting me from the objective without enough time to build on them where I helminthed over the decrees… And a second build for longer survivals where I can play with builds and loadouts to make the decrees easier to achieve. My gambling luck really sucks and I was getting debuffs on the challenges and viral side kicks for the resulting decrees. 😂 But, there’s patagium for wall latches and airtime, and arcanes to give bonuses on being damaged, adaptation to leverage small elemental damage to larger damage reduction. It’s an interesting challenge to take being prepared for bad luck and turn it into a bonus!
I'd say Yareli, but she wasn't divisive because she was basically universally hated when she first came out. The vitriol however lasts to this day, so she beats Koumei in general negative sentiment imo
Funnily enough, I had an idea for a Warframe similar to Koumei in my head for a while called Jexter, but I stead of dice rolls, he would have his own currency he can use in game modes, similar to poker chips, which he gets by killing enemies. The more chips he accumulates, the stronger his abilities would have been when cast, and his abilities would be similar to using something like a roulette wheel or slot machine, with more chips used making the choices a lot better.
"You can hold to deny the challenge" You can WHAT?! I was having a heck of a time with a challenge today, this is a life changer. Thank you for the heads up.
I know Roar is the optimal Helminth but I ended up usually using Airburst over her second ability. I'm too lazy to do chores to get the Decrees done. 😅 I like using Airburst on top of a specific string to put enemies in the Wire Blender which also causes them to catch extra statuses on the pull into it. I'm also usually running Condition Overload and Melee Afflictions on top of that too. So once the Airburst ends I'm knocking enemies over or into the air and adding to the Status Stacks and enemies just evaporate. Plus, rolling three 6s on her 1 and pulling enemies onto a single string might as well evaporate them. It's incredibly satisfying.
I went with a very unconventional build for Koumei. I built her using lots of mods that support finishing her decree challenges quickly. IE Aero mods-- slide mods, latch mods, gravity mods. Heck, I can stay in the air without loosing verticality much like Zephyr! And all the additional benefits of damage reduction for being in the air. All that combined actually makes her a very formidable frame. Especially because there are alot of mods and arcanes that give you substantial power boosts for doing things like wall latches -- but most people don't use them because... well you often don't WANT to go out of your way for those kinda maneuvers. With Koumei you're inclined to do them with decreess so... I leaned into that. I haven't fully decided what ability to replace her 1... I kinda like it. But I do think there's better. I'm thinking I might do either the ability that mass increases status effects on all targets in an AoE -- or I may go with something like Octavia's power-- to further control enemies (and lessoning your own need for defense mods)
Same here, went with any increased air time, wall latch, slide friction, casting speed, and survival to make the challenges easier to complete lol. Only time I struggle is when I'm grouped with nuke frames. That and I also need to figure out how to properly gauge the distance I am from a target for those 10 and 20 meters challenges.
I still use her 1 with Catalyzing Shields and an Augur mod for shield gating (got the idea from Nova Umbral), but you gave me an idea for a fun build... Since I can handle survivability without her 3, I can helminth Octavia or Necros skills to make the enemies run through the threads from her 1. Certainly not optimal, but probably funny and still viable lol
Thank you for another calm, consice, and professional presentation. As an American, my nerves are frazzled by the politics of the day and don't need internet bro energy with its micro-aggressions and snark against DE souring my mood. Please dont ever look down your nose at the true creators and dreamers. While I haven't given up on the Layzars, brozimes, and potatoes just yet, yours is an especially breath of fresh air. Again, thank you. Signed exasperated. 😅
Great video! I was so hyped for Koumei when they showed her at Tokyo Game Show. I was kind of let down by her, but in change I'm now maining Caliban lol. The Omamori calculations are interesting but not all damage is equal in Warframe, expecially in enemy dense missions - the ones where you want to bring Koumei in because of her 2 and her 4. The 3 second cooldown is what kills the ability for me. Even if you fully invest on shields total and shield regain, after all that investment you still can't rely on Omamori for Survivability. You can technically make her reach 2.5 seconds of shieldgate with Archon Shards and use mods like Fast Deflection and Vigilante Vigor so that shields start to regenerate 0.2 seconds after breaking. The cooldown on Omamori charms is 3 seconds, 2.5 seconds of shieldgate, 0.2 seconds of shield delay is 0.2 seconds where you're exposed without shields and shield regain. You can cast an ability with any Augur mod active and regain someshield and resume the shield regain immediately, but that's basically after 2 mods, 2 archon shards, 1 augur mod. At that point, Omamori is actually protecting you.. Might as well just go for Catalyzing Shields and Brief Respite, since she also has a very low shield count anyway. Omikuji was the ability that hyped me the most. Then I discovered the decrees are completely random as you don't get to choose in the origin system, AND there's a 2 minutes and half cooldown AFTER you complete a lengthy challenge after a while. You might not get any significant decree before the cooldown becomes that long. Overall, Koumei feels like a nothingburger to me. I love probability and statistics but Koumei just ain't it.
I think it would be a fitting buff if her triple 6s were a visible coin flip. Right within the dice UI could be a token that spins quickly during cast and if “heads” you get triple 6s. The fate wielding maiden who controls fate with a coin flip seems like it would work.
To me koumei could use some nudges here and there but while she is far from the best? She's actually quite fun. Her rifle, however.... Fun gimmick, but ultimately the battacor is just that thing, but better.
it's a pity the rifle's damage is a bit lacking, because it is a very fun gimmick, and giving her a way to drastically cut down the number of hits she takes synergises well with her defence.
@@RicardoAlmeidatm Twirling Spire's neutral combo with the arcane that stacks statuses with lifts or knockdowns is great for when Koumei starts buffing her melee with status effects.
yea the Roar i realized quite early with the 6/13 status from skill 4 to be damagin effects to double dip. I did however go further into the range with over extended but I can defend myself a little with how mine is build. Umbra set Equiliribum Overextend + Strength Primed Continuity Arcane Battery + Arcane Blessing (Blessing can be changed to molt augmented) Arcane Battery with umbra set is 222->595 energy. Flow is 633 but arcane scales with armor degrees as well. You could Run 1 or 2 energy archon shards as well since without blind rage reducing effiency i always felt increasing energy cap is pretty much overkill. The 444 armour and health makes her 1 of the better umbra set users but it doubles down, with the umbra set her armour goes to 1260 which means picking up the degree where u get 5% strength for every 50 armour is automatically + 125% more strength without needing to combo other degrees. Koumei as soon as she gets this degree ot the 80/160/240% to enemies affected by cold her skill 4 suddenly takes off sprinting. Over extended is me more or less targeting the "end" game more. She really doesnt need it but through degrees she gets so much strength i figured i would aim more at stats i cannot pickup during a mission. You can easily run augur reach and keep the 60% strength or just not run a 2nd range mod at all. I just personally like the stupid amount of range as personal preference. Or you can run adpatation to fruther drive home the tankiness. This is the interesting part though, modding for overextended allows me to swap to adapation anytime.
I'll definitely keep this in my back pocket. With so much health and armor she can actually be pretty bulky. Going full Umbral set plus arcane battery (which has quickly become one of my favorite arcanes) sounds like loads of fun.
amazing Video as always you bring out the knowledge of a frame wonderfully. But you can by pass her second ability cooldown by self reviving with arcane revives. I like to think its putting a retry coin in a slot machine. Oh and it even has a built in save feature if you cast the ability again after reviving if you had it active and were still completing it.
A good all in one weapon for doing decrees is the hystrix prime. Its reasonably accurate for headshot challenges, but most importantly you can set it to fire elemental quills that let you auto complete the four "kills with X status" challenges in one weapon slot. This also frees up your primary slot for something that does massive aoe damage (kuva bramma etc, you know the weapons) which can complete the annoying challenges like wall latches and slide sinces you can spray and pray them lol
f(DE*Math) 🤣🤣 good video as always, Kengineer! Protip: Ragdolling enemies with for example Mag's Pull in Kumihimo makes enemies take a LOT of procs and damage from the ability
@@Prophes0r no, lets say you get a Heat proc thread, you use Pull on an enemy and the enemy now has 50 heat procs when it gets pulled through the Heat thread
@@DragoSmash That isn't how the ability works. You get one heat proc per heat thread. Period. Unless you use Archon Vitality, which will get you exactly 1 more heat proc. Nothing at all happens to enemies that pass through the same thread multiple times.
@@Prophes0r test it yourself then, my friend, put up Kumihimo and use Pull or any other ragdolling ability, i figured out Pull and Airburst are the ones that work the best, it must specifically ragdoll enemies, the procs and damage you get is crazy, and if you get the three 6s it completely DECIMATES anything that you pull through the threads
You're very right, I crossed my notes on that section and never looked back to double check. The full set is 330, making it 19-24 runs for the whole set.
Some tips I've found: -For slide kills, remember that sliding in midair counts. I like bullet jumping straight upwards, then sliding in midair as I shoot, holding aim for the aim glide and reduced fall, continuing for a little bit as you hit the ground. -Firewalker and the other two Aim Glide/Wall Latch +275% Ice/Toxin damage are great on her for completing her 2 challenges. It's also extra free damage and status procs which work well with her kit. -You can cast her 4, Bunraku, while sliding, in midair, or even *wall latched* for kills towards that her challenge. Ngl though, her #2 needs some serious QoL improvements. It's so random and can give you totally worthless decrees for your build. What's more, her lack of movement abilities makes it hard to position - in midair, sliding, wall latched, ~10m or ~20m away from enemies - to get those challenge kills fast enough, so I'd like to see that be implemented in some way. Maybe her #3 gets movespeed based on charges left? She's a fun frame, and I can't wait to see her get some QoL improvements.
Would be cool of even the subsumed abilities could receive something from the triple 6, even something easy to code like more power/range/duration. Too many times subsumed abilities don't work with the passive or even partly break it, like for Chroma and Lavos to name two.
Her 1 has a unique play style to it. Makes her really good with grouping tools like zephyr's airburst, nautilus, sarofang, ect. Throwing enemies through the threads is pretty strong and gives you options against cc immune enemies. It is map dependent though. She really wants to camp with her 1, as you can get overlapping threads on tighter maps or near closets or close walls. My biggest criticism with her is her total absence of synergy. If her 4 was "Pull of fate" and either dragged the threads or enemies through them, she'd be awesome, rng or not.
After a bunch of testing weapons I've found the Dual Toxocyst incarnon to be a great weapon to help her do the decree challenges. Richochet shots give easy headshots and the chaining also makes other challenges really easy, like the annoying "while sliding" and "while wall latching" challenges. It even gets toxin damage from the passive for another challenge and the incarnon is so stupidly strong you can build for Blast + Toxin and still pulverize everything XD Another great weapon for her is the Cedo. The glaive alt-fire easily procs the basic elements you need for challenges and the built-in condition overload effect makes the Cedo go nuclear when it gets Koumei's passive effect for every status in the game. A good melee influence weapon takes care of Electric status and is another type of weapon that goes crazy when her passive is active. You can even use something like the new Artax sentinel weapon to proc both Heat and Cold to cover all your bases and pick a different primary.
I personally prefer using Boreal's Anguish as it gives 3 very nice things: 20% damage reduction in the air*, -75% Gravity while Aim Gliding, +60% Wall Latch and Aim Glide Duration. *40% if you are using a polearm with Boreal's Contempt, which you should as the stances are fairly vertical and long reaching (3+1m base, 6m with PReach and 9m max with all buffs), making it easy to hit multiple enemies and occasionally get headshots. Boreal for more Status Damage, can slap on a single electric mod for influence to dish out a lot of electric status for mob clearing or mod electric for suction for easier 10m decree challenge. If zaw, 200% weapon damage in 6m every attack for 1 minute is pretty strong (this is affected by most damage mods (apart from CO and crits)).
This is why I love watching you. Because I knew this frame was very capable and while I'd like some of her abilities tweaked to be better I knew she was good. Almost every other FrameTuber says she's garbage because they don't put the time into actually figuring out how she works. Her kit definitely could be better, but it is FAR from trash You on the other hand, Always figure out, not only how a new frame works, but you get down the very fiber of what each Frame is and every interaction they have. Best Warframe creater we got man. I have others that I love to watch, but nobody out here doing it like Ken 🔥
Far from trash, yeah, but she's pretty lame tbh. Her 3 is bad. It's just bad. I've ran it myself on Steel Path and no amount of jumping and rolling will stop her from getting CC'd and killed instantly in decently high level content. Her 1 is cool, but having a limit on the strings is lame! It was my favorite ability, finding out that she'd rather just have more strength and no range annoys me. Same with her 4, just nuke. And her 2 is great, I love the Duviri decree system, the cooldown is prohibitively annoying after just a few decrees, they seem to scale in difficulty really fast (Like you go from 11 kills while wall latching to 40 in two casts), and of course, you might get a trashy decree. I really like her design and her thematic elements, but GOOD LORD, Mag has more survivability in Steel Path survival missions than her.
Honestly, her 3 could feel more impactful if it had any number of changes. Have the healing value based on damage you would've taken before damage reduction, for example. Or have Strength or something affect the % chance of a charm activating, or have Duration provide a tiny period of invulnerability after the healing triggers regardless of triple 6s. Everything but her 4 has stuff that makes me wonder if they actually did enough testing on her kit, and if they did, if they thought it was reasonably viable to use. Once I get her, I'm definitely doing as you suggested and tossing Roar on her, the excessive status application provided by her passive and her 4 makes it a no-brainer, and I'm surprised they left her 1 in its current state.
A smoother way of getting finishers with little effort can be aero vantage since I find it fits in normal gameplay more smoothly than drop kicking people (as fun as that is). I also had one of her decrees increase my jump height making drop kicks much harder to land which is when I decided to make this change. Reduced aim glide gravity can also make aim glide kills easier to get.
I personally built her with catalyzing shield and brief respite. Having the long shield gate timer negates some of the problems of her 3 having the cooldown between uses, and the fact that it heals her shields will put her right back up to shield gate again. Since this also drops her max shields down to 44, a single cast of her 4 also totally refills her shields even with insane efficiency.
This is insanely niche but its worth noting the halted status duration only seems to apply to the procs placed by bunraku. I actually tried to make a build specifically utilizing this but found out that normal status procs weak off if applied by your weapons.
I think that Koumei is a very cool frame that can be modded in so many ways and they can all be viable. Personally I modded her without any power strength in mind, opting to go for catalyzing shield, fast deflection, vigilante vigor, fortitude, normal sure footed on exilus, aero vantage, overextended and archon continuity. Two casting speed archons and some purple melee crit archons. Ive thought about double green corrosive shards, and while this would be really effective I think its a bit of a cheap out, just about anyone running green shards is pretty good. Lastly using Aerodynamic on aura. This build is plenty survivable with her 44 shields after catalyzing and the shield recharge mods. (Aslong as you dont stand still) I use no subsumes and instead use her 1 to prime my enemies, making it so I can run different types of guns and builds on my whole loadout. No londer needing a primer weapon slot I can choose a trash cleaner and a single target weapons to help with the mission and the Omikuji challenges. I have used this build to do hour long omnia survivals without much of an issue. Start of the mission can be rough depending on the decrees but nothing you shouldnt be able to handle. This build also makes it so you dont have to worry about your dice rolls all too much since you arent relying on the abilities to do your damage. But getting triple sixes for any of them will still feel very nice due to the sheer amount of priming and potential invincibility.
I'm not even sure if I would migrate off the switch even if I got a more powerful computer lol. As of right now I only use my pc for trading. I just find it so much easier to turn on my console than boot up my pc
The problem is that you can't assume identical hits for her 3. That's nonsense in Warframe's diverse environment. You're much more likely to negate smaller, more rapid shots, than the big shots you actually care about. Surprised you missed this.
Also it doesn't effect shields, and Steel Path enemies have a habit of dealing more than enough to one tap her if she's without shields, so on the whole I've honestly found it more useless than her 1, which can at least prime CO in a choke point.
also the proc chance of omamori activating is just 50% which is not even reliable when you get hit a few times, since 2 or 3 higher damage hit sneak through the 50% block chance is not that unlikely and could be a death sentence instantly, it's current version is very frustrating as a survival kit
@@chunkitliem3635 it doesnt feels like a survival tool, just more like get out of the jail trick. No reliability just and arbitrary chance of not diying in 1 unlucky shot si You need to be actively playing wrong to be saved by this
She's gonna need some love before I'll be interested in using her with any kind of regularity. Right now she's Inaros tier for me in the "why would i bring this frame when other frames do the same thing but 10x better AND are more fun to play?"
@@theurbanreanimator7244 who said anything about it being hard? It kills the flow of gameplay completely and some tilesets barely have surfaces to latch onto.
I personally prefer her 1 over her 4 and nourish instead of roar but interchangeable either was. But I also use nautilus with a cordon status inflict setup that functions as my control. It also removes the problem of enemies not walking through her one.
I love koumei, put 5 forma and 1 universal aura mod on her. She is one of the most fun frames I have had the pleasure of using but as fun as I think she is I definitely feel like she needs changes. This is what I'd do. Her 1: Make it a sphere beginning from where koumei is standing, expanding outwardly. Now she can have 360 coverage around herself and objectives and will tie into what i do to her 4 later. A sphere around her imo fits more tile sets and open worlds better. Her 2: Make it just like Duviri. Give her the 4 decrees to CHOOSE from and allow Drifter Intrinsics to work on her outside of Duviri. In addition I'd make it so if a challenge is completed she does not suffer a cool down, only when one is rejected. This would give her the bonuses we get in duviri such as increased damage and health per decree and the 3 rerolls from the luck tree. This would ensure even if all 4 of her shown decrees are bad for her at that moment and she does not want to use a reroll or has used them all up already she will still get value from it. This is the other half of what makes us strong in Duviri. It's the decree themselves AND the intrinsics. As for the other half of the buff many missions are done rather quickly so you can't become "op" even if you tried especially if playing with high DPS and or nuke frames that can make the missions go even faster. Some missions can take even less time than her cooldown at max rank!. In longer missions where you plan on going for an hour or more the cooldown is not very relavent either as you will get many decrees anyway just by staying in the mission for so long. The only change here is how quickly Koumei could achieve her Goddess status and even THAT is still at the hands of RNG. Her 3: This one is a lot easier. Just remove the cooldown when a charm is used to negate damage. Her 3 already operates on a CHANCE to negate one incoming instance of damage which is already inconsistent at best so WHY add a cool down ontop of that? The ability would still be inconsistent without the cool down but it would at least always be rolling that chance to protect her from damage. Her 4: Make it so that when used koumei will pull all enemies in her field of view that are within range towards her, once they are grouped up in front of her they would be suspended mid are as they currently are now. This would look similar to how enemies are group up with say, Yareli's 4. This not only has the added benefit of grouping enemies for easier damage as opposed to leaving them spread out (a problem which gets worse the more range you give koumei and the more open an area is when she casts this, perfect example is her mission at the shrine in cetus) but this new version of her 4 now has synergy with her 1. Example: You cast the new 1 to create a sphere around koumei then cast her new 4 to pull enemies towards you, they would fly through the threads created by her 1 then stop infront of you, suspended mid air. Her 1 and 4 as they are currently do not have such synergy, you want enemies to walk into her 1 threads but her 4 locks them down and thus prevents them from walking through the threads created by her 1. This is why nautilus is such a good companion for koumei as its cordon ability will pull enemies towards koumei forcing them to pass throug hthe threads of her 1. With my changes her 1 and 4 will have this synergy baked in already. Also, if koumei rolls a triple 6 on her 4 I would still keep the effect of it hitting enemies behind her. This is also why I changed the shape of the 1 to a sphere as now even if enemies are pulled from behind koumei when she rolls triple 6s on her new 4 they would still pass through her new 1. Koumei's passive: The passive could function similarly to how her melee weapon works, every 30 seconds you roll one dice (time could be made longer or shorter) and you'll get a buff based on its roll. A 1 would give all of her weapons one element lets say toxic. A 2 would be 2 and so on. A 6 similar to her melee weapon would be your jackpot but in this case all of her weapons would now give one proc of all elements including the IPS damage too. It's a fun idea I had in mind so that all of her weapons will benefit in some way rather than making you swap to whatever it decides it wants to be on at the moment. I found many times I just wanted to have some melee fun so two thirds of the time i basically had no passive which felt rather bad. This issue gets worse when you get decrees that encourage you to stick to one of the three like say, any melee decree which would discourage you from using primary and secondary weapons thus making her passive worthless most of the time. I can only roll the dice here and hope someone from DE or perhaps Pablo himself might stumble across this and maybe consider some of these changes. I do not expect all of them (or even one of them) to be implemented but I felt strongly enough about Koumei to do something I normally do not do and write my thoughts down in regards to her. If I could only choose from one of these to have DE/Pablo implement it would be the changes I listed above to her 2. I feel like this would be a lot simpler to do vs the reworks I gave the other abilities as my suggestions for her 2 are largely just to make it behave like the system does in Duviri itself. The other half of the buffs to the cool down of the ability itself I would still very much like to see it come to the game but if all DE/Pablo did was make it behave like it does in Duviri with 4 decrees to choose from and all drifter intrinsics applied in and out of duviri then I'd be happy enough. Lastly as Koumei is now stats largely dont affect her very much and one change i would make to this would be to allow power strength to tilt the odds in her favor more. The more power strength you give Koumei the better her odds will be when rolling her dice. This also leans into her whole "change fate" theme. As it stands she doesn't do much fate changing when you roll the dice, it just is what it is. This is what I'd change to remedy that. I can only roll the dice here and hope someone from DE or perhaps Pablo himself might stumble across this and maybe consider some of these changes. I do not expect all of them (or even one of them) to be implemented but I felt strongly enough about Koumei to do something I normally do not do and write my thoughts down in regards to her. If I could only choose from one of these to have DE/Pablo implement it would be the changes I listed above to her 2. I feel like this would be a lot simpler to do vs the reworks I gave the other abilities as my suggestions for her 2 are largely just to make it behave like the system does in Duviri itself. The other half of the buffs to the cool down of the ability itself I would still very much like to see it come to the game but if all DE/Pablo did was make it behave like it does in Duviri with 4 decrees to choose from and all drifter intrinsics applied in and out of duviri then I'd be happy enough.
I feel like rolling a total of 20 or above to grant those buffs would be just fine: 3 6's plus 2 1's is 20, and this enables the all 4 rolls to do it, increasing the overall chances while not making it too easy to obtain.
In summary Kumihimo, Mirage but usually missed but still deadly elemental proc. Koumei actually throws a Kendama. Omikuji, Sometimes good fortune, sometimes omen fortune, sometimes decent fortune. Just accept the bad decree. Omamori, 50% within 50% within 50% within 50% Mesmer Skin. Basically unreliable for subsume option. Bunraku, Stun or Lift but instant proc detonation. Did you see 7 element proc on cast? Majestic. Reliable in Circuit, unreliable in quick mission.
Something I really didn't see anyone commenting about koumei. Technically yes her passive is a 1/3 chance but technically not because there's a force change to a different when the timer reaches 0 so in reality is, then again only technically speaking, 1 in 2 of a chance due to it not repeating. Basically you have the primary buff you know you cannot get the buff on the second one then. It is impossible to Primary-Primary for it to roll again it is only able to happen on primary-something-primary Be informed tenno, most on the rage on this character I've seen was on people misinformed, like the only proccing the elemental and combined elemental os her skills(excluding her passive)
My main problem with Koumei is that her coolest stuff doesn't really work. Omikuji, which should have been her marquee ability, is unreliable, unrewarding and painful to set up. Completing one can take several minutes and the reward being random means you can't build to any one strength, even with the weapons you bring. That is very at odds with the pace of Warframe, even when other new content has leaned into that pace. It feels like DE would have let you choose between 3 or 5 decrees, but didn't want to to put them at odds with the gear and emote bindings. Right now the dice feels like a gimmick with little actual gameplay impact. Omamori and Bunraku are usable and fun, but do nothing to differentiate Koumei as many frames have similar abilities.
How hard would it have been to give her the ability to pick? It's already in Duviri, do it exactly like that! Won't fix the fact the rest of her kit is underwhelming and incoherant, but it would make her playable.
I feel like Koumei should have better roll chances the more abilities she uses in a mission. Make it some large number so it doesn't affect new players as much but makes her more consistent for players doing endurance runs or just long steel path missions. At that point, people will likely already use a primer, invulnerability and status cleanse with rolling guard, so other frames can do what her abilities do and more. She already gets stronger later by having more decrees, so I think it would fit to have her dice rolls get better as well. Since you can get her so early, I still think it should be quite a large number, and newer players won't be able to spam abilities as much as people with Zenurik or Synth Deconstruct + Equilibrium or Arcane Energize or Archon Stretch. So the more progressed you are in the game and the longer the mission, the stronger she is. I still think there would be stronger frames even if they implemented this, so I don't think it would be too OP.
Really curious to see what augments will come out for her. I like her as a frame due to how strange her modding is, she's the single frame that I have where I spent most of my mod slots for survivability for enduring long missions. Ideally I wish there was an augment for her 2 that shares decrees with squad, there are a couple ways to go about it. Like make the challenges require way more kills, or maybe chose which ones you take alone or sacrifice to your teammates while not benefiting yourself, or share a fraction of the power of the decrees with squad.
In Defence of Kumihimo: Koumei's natural shield levels are really, really low. In fact, Catalyzing Shields actively increases her shield gate duration, and the final value after that mod is even lower than Dagath, the de-facto baby's first shield gating frame. As a result, even without using Brief Respite, just two augur mods will return a respectable amount of shields from casting Kumihimo alone, and thus invulnerability. It's certainly enough to cover for Omamori's leakiness, alongside Fast Deflection + Vigilante Vigor. Where Bunraku shines in wide, open areas, Kumihimo shines in the exact opposite, tight corridors. A good number of elemental status effects can slow or halt the advance of enemies, including cold, electric, heat, and radiation, meaning a solid 40% of all threads Kumihimo will output. Notably, radiation threads will cause an entire section of corridor to become a meat wall of friendly firing enemies, and a cold thread or two reliably reduce pressure enough that I was killing more often than I was getting shot. The conclusion of these two effects combined is that I took Koumei into three hours of Steel Path Survival on Selkie - Sedna and it was actually really quite comfortable. Notably the threads alone would occasionally kill enemies all on their own, even without having to get a lucky roll, but lucky rolls did certainly turn hallways into no man's lands. I've got a no-forma build on Koumei and I was able to do this, with substandard weapons no less. As a matter of fact, I had brought a Prisma Grakata with Primary Plated Rounds, and a combination of Vile Precision + Wild Frenzy to see how it'd fare with the +magazine size decrees. The answer is "surprisingly well." Treating Omamori as a cover for standard shield gating shenanigans utilizing Kumihimo as my primary cast actually felt relatively decent, all things considered. It felt like it took the pressure off of needing to cast literally every second of a mission. I also found that upkeeping Koumei's kit with a combination of Archon Stretch and Energy Nexus was not that big of a deal. The end result was that I went three hours with Growing Power, Mobilize, Molt Augmented, Molt Efficiency (a mistake, in hindsight, but not an awful one given how often cold, radiation, heat and electric jammed up the enemies), Archon Continuity, Archon Stretch, Augur Secrets, Augur Reach, Energy Nexus, Fast Deflection, Vigilante Vigor, and Catalyzing Shields and it felt _perfectly fine._ I barely used Bunraku at all that entire run.
To be controvertial I actually enjoy Koumei. People crap on her 3 but between it and defense+arcane blessing to get to 2k health I find her very tanky. The mini games with her 2 are mildly frustrating but it means she scales well in long runs and just filling the entire screen in front of you with statuses with her 4 is just fun and almost always kills enemies by itself in lower content.
I made an endless lullaby komei over her 1, and it was very fun in circuit; very rarely did I get a challenge I would cancel. I do wish her cooldown was more forgiving, like banking the last duration of a completed challenge's cooldown if you cancel a challenge; so you aren't punished early game for rejecting terrible rng
I wish her 1 didn't bounce because I tried Airburst and it performed pretty well; rolling 3 6s would just melt the SP enemies I tested on and Airburst forces them to group into the threads. Then I took it out of the Simulacrum into a mission and learned about the bouncing property which made it really hard to focus a good number of threads where I needed them which would be passable if I wasn't also fishing for the (assumedly) 3% (now 10%) chance for the combo to actually *do* something. Made especially worse by building Range for good Airburst grouping resulting in her 1 just bouncing further away.
Koumei with harmony has been really fun, I'm not sure why everyone says she's bad. I've brought her into steel path and netra cells, and she does fine! I'm really liking her, except her cooldowns, they suck. It doesn't really make sense to me that a gambling frame has a cool down. It would've been better to make the cost of her abilities to go up after a bad roll and go down when she has a good roll
Fun fact that not everyone knows. In the Duviri missions, like The Circuit, Koumei can actuolly choose the decree she gets from Omikuji. I tested this in SP Circuit numerous times and in one group ended the run with 25 Decrees while the rest of my team was around 14 Decrees. There are some players that dont believe this is true, so i challenge you to go test it for yourself the next time Koumei shows up in your circuit.
@@thedoomslayer5863 I disagree, Duviri isn't really random. It's generic story telling. It has a set narrative, which is why Koumei can control which Decree she chooses. Fate has been already chosen as soon as you choose her. On the other hand, the Sol system is random and doesn't have a set narrative so Koumei doesn't have complete control over the Drcree she chooses. I think its a nice detail of their story. It was also probably a bug in testing that they chose to ignore.
@@reaperslimbo5767 I disagree, player choice should always be at the forefront since modding does not really do much, being able to choose (but not reroll) decrees would significantly increase viability.
And it still makes her awful. Oh good. You get decrees slightly faster. And they make her slightly less bad. And only for a little while, since most decrees don't do much for you, so when you get all the good ones you see no more improvement. Koumei is an awful pick for circuit, because it brings basically nothing to the table.
Koumei’s 1 should be able to hit stationary targets multiple times, at least. The strings should be dealing damage/proccing once or twice a second. That would give it better synergy with her 4, and would overall make Koumei feel more effective without doing anything crazy. Also, she should open up enemies to finishers in her base kit. I know you can use operator, but again, that is clunky.
I personally love Koumei with pull over Omikuji. Yeah, you miss out on the scaling bs she can do, but I think it's better than roar for ability damage. Turning her notoriously tricky 1 into a mine field to drag all her enemies through like the puppet master she is. Another case of a frame that really should have been 2 separate individuals. Pull almost completely negates koumei's reliance on luck. The only downside is pull has a higher range requirement than her other abilities, meaning you will feel more comfortable at 190 range with it.
If you're playing with camping strat, I'd recommend camping near an out of bound pit. I'm not sure but jumping into the pit should reset her 3rd, so u can keep spamming it until u roll triple 6.
I honestly have felt like her 1 was her best ability, passively providing a lot of cc and just area denial that her 4 needs to do actively. By the way, did you try out catalyzing shields on her? I normally am not a fan of them since it's not enjoyable for me to keep spamming abilities, but if I'm not mistaken then her 3 actually works with them really well.
When a dev, probably Pablo, wrote that the chance is NOT 3.55%, I could sense the um akshhuuuually before scrolling down. Man, reading between the lines is hard for some folks.
id like to see an omikuji augment that functions as loaded dice, or will tell you how many rolls till trip sixes. the latter fits more with the og name
Koumei's pretty fun. This is a good run down, but because of weapons i run and i have control relegated to my weapons and nautilus, im thinking of using a defensive subsume over her 4.
@Xzeihoranth Kumihimo is not a cone, not damage based, applies all statuses instead of just IPS, has no Orb mechanic, is a projectile, doesn't have any mechanic tied to "while statuses from the ability are on target Please explain the comparison to Fractured Blast, cus I feel slightly baffled by it
does the paused status duration for bunraku's effect affect the damage of expedite suffering/dante's tragedy? im curious as to how the extended status duration works with those
Hello there! I personally like to give Koumei 3rd ability of Jade. Everyryone i looked at will be basicly marked for 2 seconds for my team to kill. Ult is castable while wall lached so You can hit whole room of enemies while wall lathcing and quickly touch everyone. Omamori can be very usefull with fast deflection and vigilantie vigor while it's on cdr of normal cast. Could You test out Gyre build with Ice wave on her 2nd. Since cold boosts critical damage, that will make her passive shine. She likes big but not huge range and ice wave likes range too! Have a nice day and see ya!
Not really, Omamori still requires you to be able to take a few hits. The Vast Untime's Evasion mechanic lends itself much more to Shieldgating, with something like Condemn.
CORRECTION: Koumei's pieces from the shop are more expensive than stated (I mixed up my notes and didn't have cause to check again)
The full set is 330, making it 19-24 runs for the whole set without mission drops, or 24-31 runs including build costs.
TLDW she's not worth farming
@@sylvanasfan4198 I felt it was about as easy as Dante, 2h and you're pretty much done, the 1d crafting time is a nice bonus too
Koumei is a bit silly on design. Her 1 and 4 have anti-synergy and her 3 has a non-sensical 3 sec cooldown. Yeah the 3 is about her triple 6's but gimping an already gimbed ability (50% chance) with that additional layer is simply stupidity.
@@Bright_Flame_ Koumei's grind is stupid easy, but, at least imo, it's a lot worse than dante, both in effort and tedium.
@@sylvanasfan4198 MR
Loaded Dice augment incoming in 6 months
this is what im betting on. i wouldnt be surprised of it had a balance to it where like, youre more likely to get higher rolls but in exchange the low rolls are made worse in some way.
or just make her 2/dice rolls effected by any stat whatsoever. Efficiency for less kills per challenge? Strength for higher rare decree chances? Duration for lower cooldown timer? Honestly it shouldn't need to use a augment if it wasn't for DE just randomly making stats not effect her in almost any meaningful way
@@zacfor4454nah her dice are already weighted, shes a gambling frame so odds shouldnt ever be effected
I wouldn’t mind this, even if it doesn’t change the odds.
If 9 casts hasn’t provided any triples, knowing the 10th cast would have a forced trio of 6s is incredibly valuable, and kind of a hard augment to pass up.
…or better yet, notifying Koumei that the next roll will be a triple roll. Knowledge and information being the most OP stat for investment!
Also a fate pack would be good. Like choose specific collections of decrees
5:34 “f(DE*Math)” had me cackling like a maniac, good one Kengineer!
Mmm yes, Koumei's first ability.
*_ROAR._*
It fits perfectly with screaming at a bad roll
How are you able to get roar to cast with her in your helminth garden?
@@loopgru subsume a rhino (fully build one and sacrifice it to your helminth system)
@@CassieCarryd The joke is that Koumei is pretty bad so I already mulched her into the helminth- makes it hard for her to roar when she's a flower. ;)
I actually did the opposite and switched her 4 with nourish. Made it easier to spam her 1.
Inb4 we get the "after casting 6 abilities the next ability will guarantee it's 3 6's dice effect". Thanks for the video and the build !
Wouldn't nearly be enough.
Reliability would still be a major problem.
Koumei's 2 is essentially useless, even if you could actually got to use it in a team. Even giving you THREE at a time, not a choice, just giving you 3, it would still be statistically bad.
3 is the worst kind of tanking. "Maybe you don't die".
1 does nothing.
4 does little.
We need a "Oops. Turns out a gambling frame was a bad design choice. Let's just replace everything while sticking to the Shrine Maiden schtick." patch.
@@Prophes0r I really hate the idea of reworking koumei at all, the entire point is that she is a gambling frame and her 2 literally applies to that, but I do think the cooldown for her 2 is complete ass, otherwise she doesn't need any HUGE ass changes
@@velkana IMO her ult should drag enemies towards her, which would solve the problem of her 1 and 4 having direct anti synergy. It'd be even cooler if it gave them a spooky puppet walking animation. I think that would do a lot for her.
@@velkana I want to be able to pick between melee or non melee decrees. The first time I used her I got 4 melee decrees in a row on my non melee build. Haven't used her since. If I wanted to gamble I'd download a mobile game or go to the real casino
@@Dieonceperdaythat would be a good augment mod rather than "don't actually gamble with the gamble frame" stunning enemies in place is still nice so having the chance to pick between them is good for an augment.
I really like this direction DE is heading with promoting build variety. Like we no longer always run serration instead we now have the choice between gunco or cannonade, we can choose between having a decent amount of crit, more crit but with less firerate, or even more crit but having to shoot headshots. People that don't like to use faction mods can now use Elementalist, Merciless is no longer the only primary arcane people run. Archon shards can replace a mod on your frame, the operator can provide a variety of support for your frame, energize is still good but it isn't necessary anymore because you can replace it with loads of other forms of energy regeneration giving you more flexibility with Arcanes, both light and heavy attack melees are good, utility weapons exist, companions can do the priming for you know allowing you to use a single shot weapon in the slot you previously used for priming while having an AoE equiped in the other slot and in the third slot you have a utility weapon. And this combination can be in all 3 melee, primary and secondary weapon slots, viral and slash is still good, but other genres elemental combinations are now equally good in their own way, every companion is now useful in at least some play style, and now a frame that is more reliant on randomness than how you build her allows you to use underused modsets.
I can remember a time where builds in Warframe were getting very boring because they were all the same. Building is now more custom to playstyle than ever.
The only thing I wish for is for more operators to be able to deal good damage so that I don't have to feel bad when I try to revive myself and I didn't pick Madurai or Unairu, and make it easier to swapp between Operator arcane loadouts. Because the only time I don't think a lot about what I run with the operator (other than the focus school) is the inconvience of the extra steps that come with it.
This might be the most unique video on Koumei out there. Most, if not ALL, of the videos I've seen posted simply call her mid to trash. Very positive outlook here, and informative as always. I hope you never stop doing these in-depth guides.
@Havok91 That's why I love Ken. He's informative and gives you tools and information to make things work! Plus, he puts a LOT of effort into his videos.
This is a good youtuber, most waframe youtubers don't fully understand everything and will just follow meta, test things out yourself before coming to conclusions
they aint wrong shes meh
I love how you just randomly roll 5 6s during the showcase of her first ability
You know, for a frame specializing in spreading status effects, i would have thought that status duration would be affected by duration, like Lavos.
You would think that stats would do something for a frame but i guess DE thought that duration and strength being useless on her was more interesting
@RicardoAlmeidatm oh wow a frame not being forced to build duration(transient fortitude is good on her). Truly horrifying.
can spread and prime better with diriga and hound.
@karmaizunia9603 Okay. I want to use my adarza kavat or helios. What now?
@@VoraciousSergalthen you can still use a cedo or epitaph or nukor etc to spread status. The only reason you would play Copemei is if you wanted to which is fine. But to say she’s good is just stupid
Bunraku has an effect you completely missed. And that's that it opens the enemies for "Ground finishers" while under it's effects, at least last I checked. This makes it a slightly expensive option but it can open enemies to finishers.
Testing in the Simulcrum, it's very janky as it seems like the 'body' is in front of the 'body'... if that makes any sense.
I'd like to add that leaning hard into the Mecha mod set is absolutely amazing for Koumei, multiplying her status effects' damage immensely.
I'm running ore gaze with Paris Incarnon mecha linked sunika, akarius, okina, and life.could not be easier. The moment I get strength for armor, Ore Gaze jumps waaaaay over 100% loot buff.
Not meta, but I'm just a happy little loot goblin
I slap mecha set on everything these days, Voruna, Lavos, Hildryn. Its so good now, especially with all the bet puffs they keep giving us.
@@LadyMorrigan how did you build their claws? i have to incubate 2 more of the kubrow types because i recently got ride of them just before the pet changes...
1. Mecha set has been great even before the rework.
2. Apparently modding the claws for status damage affects mecha set. (don't forget contagious bond on the pet to boost mecha set)
3. Status Duration posture mod apparently also affects mecha set.
@@A_Game_Zone Ohh i already run the full mecha set on several frames but i always love to see what others have come up with. I have neglected conservatiojn so i have not tested all new mods yet. Thanks for the tips i will try it out.
In the 11 years i've been playing Warframe this has to be the most divisive frame. And it's pretty consistent on which direction a certain type of player will go.
Being a divisive frame isn't inherently bad, the issue is that the people who think she's irredeemably terrible almost always target the people that enjoy her and think she's good, rather than providing any valid criticism beyond "inconsistent", or providing any sort of constructive feedback to her design and kit. Nah, it's all just been personal attacks against the other side of the playerbase.
This is definitely my biggest issue so far. I adore her, but yeah, she does have some pretty major flaws (although I think they're entirely viable to work around). But seeing basically non-stop vitriol for one of my new favourite frames whenever I look anywhere in the community lately is genuinely just tiring.
@@tanwenwalters7689she’s fun to play!
But, I have two builds. One, for short starchart missions where the decrees were distracting me from the objective without enough time to build on them where I helminthed over the decrees…
And a second build for longer survivals where I can play with builds and loadouts to make the decrees easier to achieve.
My gambling luck really sucks and I was getting debuffs on the challenges and viral side kicks for the resulting decrees. 😂
But, there’s patagium for wall latches and airtime, and arcanes to give bonuses on being damaged, adaptation to leverage small elemental damage to larger damage reduction. It’s an interesting challenge to take being prepared for bad luck and turn it into a bonus!
I'd say Yareli, but she wasn't divisive because she was basically universally hated when she first came out. The vitriol however lasts to this day, so she beats Koumei in general negative sentiment imo
@@Zevox144 Which is so weird b/c it doesn't require much effort to mod yareli into a very powerful frame ....
if you enjoy the frame cool the problem is ppl that argue that mid frames are near competitive with meta
Holy Dice rolls @ 7:12!
YESSIR Ken is COOKING 🎉
Casting an ability should add a die to a cup that koumei can hold-cast to dump out the cup and add all those dice to her roll.
been stuck on building the primer frame
this video has been quite informative on how her kit truly works
Funnily enough, I had an idea for a Warframe similar to Koumei in my head for a while called Jexter, but I stead of dice rolls, he would have his own currency he can use in game modes, similar to poker chips, which he gets by killing enemies. The more chips he accumulates, the stronger his abilities would have been when cast, and his abilities would be similar to using something like a roulette wheel or slot machine, with more chips used making the choices a lot better.
I need De to make sure that when they give her an Augment eventually she gets one call double or nothing.
YES! The more you risk with the rolls the more you get rewarded or lose
"You can hold to deny the challenge" You can WHAT?!
I was having a heck of a time with a challenge today, this is a life changer. Thank you for the heads up.
I know Roar is the optimal Helminth but I ended up usually using Airburst over her second ability. I'm too lazy to do chores to get the Decrees done. 😅 I like using Airburst on top of a specific string to put enemies in the Wire Blender which also causes them to catch extra statuses on the pull into it. I'm also usually running Condition Overload and Melee Afflictions on top of that too. So once the Airburst ends I'm knocking enemies over or into the air and adding to the Status Stacks and enemies just evaporate.
Plus, rolling three 6s on her 1 and pulling enemies onto a single string might as well evaporate them. It's incredibly satisfying.
This, id rather toss Roar over her second than her first. Especially since im rocking a Condition overload S(l)ampotes.
I use coil horizon with its augment :)
Magus Anomaly is slower, but doesn't cost your helmimth, as an option
Okay but manifold bond + cordon, it's gonna constantly proc with all that status
@LN_P I can't afford not taking Sunuka lol I've hard committed to mecha Koumei 😅
I love Koumei, way more than Jade at least. Surprising to see so many people say she's bad.
I went with a very unconventional build for Koumei.
I built her using lots of mods that support finishing her decree challenges quickly.
IE Aero mods-- slide mods, latch mods, gravity mods. Heck, I can stay in the air without loosing verticality much like Zephyr!
And all the additional benefits of damage reduction for being in the air.
All that combined actually makes her a very formidable frame.
Especially because there are alot of mods and arcanes that give you substantial power boosts for doing things like wall latches -- but most people don't use them because... well you often don't WANT to go out of your way for those kinda maneuvers. With Koumei you're inclined to do them with decreess so... I leaned into that.
I haven't fully decided what ability to replace her 1... I kinda like it. But I do think there's better.
I'm thinking I might do either the ability that mass increases status effects on all targets in an AoE -- or I may go with something like Octavia's power-- to further control enemies (and lessoning your own need for defense mods)
Same here, went with any increased air time, wall latch, slide friction, casting speed, and survival to make the challenges easier to complete lol. Only time I struggle is when I'm grouped with nuke frames. That and I also need to figure out how to properly gauge the distance I am from a target for those 10 and 20 meters challenges.
one tthing that can help with the wall latch one is that u can cast her 1st and 4th while wall latching
I still use her 1 with Catalyzing Shields and an Augur mod for shield gating (got the idea from Nova Umbral), but you gave me an idea for a fun build... Since I can handle survivability without her 3, I can helminth Octavia or Necros skills to make the enemies run through the threads from her 1.
Certainly not optimal, but probably funny and still viable lol
Use an antigravity companion
So you wasted your time trying to scrape a bit more reliability out of a bad skill.
There is a reason people call it COPE-mei.
5:35 lol love that custom equation.
Daggers are a good way to open enemy’s to finishers. Just use the heavy attack and then you can preform a finisher.
Huh didn't know her ultimate paused status durations. Could be interesting to test out the void status because of it.
wow great minds really do think alike, I immediately threw together the mecha set up for her as soon as I read her abilities.
Thank you for another calm, consice, and professional presentation. As an American, my nerves are frazzled by the politics of the day and don't need internet bro energy with its micro-aggressions and snark against DE souring my mood. Please dont ever look down your nose at the true creators and dreamers. While I haven't given up on the Layzars, brozimes, and potatoes just yet, yours is an especially breath of fresh air. Again, thank you. Signed exasperated. 😅
Ken I like your style with your guides. Love your intro and out tros ❤
I love the idea of roar koumei, being able to spread the love of her decrees
Try Sickening Pulse
Great video!
I was so hyped for Koumei when they showed her at Tokyo Game Show. I was kind of let down by her, but in change I'm now maining Caliban lol.
The Omamori calculations are interesting but not all damage is equal in Warframe, expecially in enemy dense missions - the ones where you want to bring Koumei in because of her 2 and her 4. The 3 second cooldown is what kills the ability for me. Even if you fully invest on shields total and shield regain, after all that investment you still can't rely on Omamori for Survivability.
You can technically make her reach 2.5 seconds of shieldgate with Archon Shards and use mods like Fast Deflection and Vigilante Vigor so that shields start to regenerate 0.2 seconds after breaking. The cooldown on Omamori charms is 3 seconds, 2.5 seconds of shieldgate, 0.2 seconds of shield delay is 0.2 seconds where you're exposed without shields and shield regain.
You can cast an ability with any Augur mod active and regain someshield and resume the shield regain immediately, but that's basically after 2 mods, 2 archon shards, 1 augur mod. At that point, Omamori is actually protecting you.. Might as well just go for Catalyzing Shields and Brief Respite, since she also has a very low shield count anyway.
Omikuji was the ability that hyped me the most. Then I discovered the decrees are completely random as you don't get to choose in the origin system, AND there's a 2 minutes and half cooldown AFTER you complete a lengthy challenge after a while. You might not get any significant decree before the cooldown becomes that long.
Overall, Koumei feels like a nothingburger to me. I love probability and statistics but Koumei just ain't it.
I think it would be a fitting buff if her triple 6s were a visible coin flip. Right within the dice UI could be a token that spins quickly during cast and if “heads” you get triple 6s. The fate wielding maiden who controls fate with a coin flip seems like it would work.
To me koumei could use some nudges here and there but while she is far from the best? She's actually quite fun.
Her rifle, however.... Fun gimmick, but ultimately the battacor is just that thing, but better.
Her melee is very competent even at high steel path levels. Her rifle is, like you said, a cool gimmick at most.
it's a pity the rifle's damage is a bit lacking, because it is a very fun gimmick, and giving her a way to drastically cut down the number of hits she takes synergises well with her defence.
@@RicardoAlmeidatm Twirling Spire's neutral combo with the arcane that stacks statuses with lifts or knockdowns is great for when Koumei starts buffing her melee with status effects.
yea the Roar i realized quite early with the 6/13 status from skill 4 to be damagin effects to double dip. I did however go further into the range with over extended but I can defend myself a little with how mine is build.
Umbra set
Equiliribum
Overextend + Strength
Primed Continuity
Arcane Battery + Arcane Blessing (Blessing can be changed to molt augmented)
Arcane Battery with umbra set is 222->595 energy. Flow is 633 but arcane scales with armor degrees as well. You could Run 1 or 2 energy archon shards as well since without blind rage reducing effiency i always felt increasing energy cap is pretty much overkill.
The 444 armour and health makes her 1 of the better umbra set users but it doubles down, with the umbra set her armour goes to 1260 which means picking up the degree where u get 5% strength for every 50 armour is automatically + 125% more strength without needing to combo other degrees. Koumei as soon as she gets this degree ot the 80/160/240% to enemies affected by cold her skill 4 suddenly takes off sprinting.
Over extended is me more or less targeting the "end" game more. She really doesnt need it but through degrees she gets so much strength i figured i would aim more at stats i cannot pickup during a mission. You can easily run augur reach and keep the 60% strength or just not run a 2nd range mod at all. I just personally like the stupid amount of range as personal preference. Or you can run adpatation to fruther drive home the tankiness. This is the interesting part though, modding for overextended allows me to swap to adapation anytime.
I'll definitely keep this in my back pocket. With so much health and armor she can actually be pretty bulky. Going full Umbral set plus arcane battery (which has quickly become one of my favorite arcanes) sounds like loads of fun.
amazing Video as always you bring out the knowledge of a frame wonderfully. But you can by pass her second ability cooldown by self reviving with arcane revives. I like to think its putting a retry coin in a slot machine. Oh and it even has a built in save feature if you cast the ability again after reviving if you had it active and were still completing it.
A good all in one weapon for doing decrees is the hystrix prime. Its reasonably accurate for headshot challenges, but most importantly you can set it to fire elemental quills that let you auto complete the four "kills with X status" challenges in one weapon slot. This also frees up your primary slot for something that does massive aoe damage (kuva bramma etc, you know the weapons) which can complete the annoying challenges like wall latches and slide sinces you can spray and pray them lol
f(DE*Math) 🤣🤣
good video as always, Kengineer!
Protip: Ragdolling enemies with for example Mag's Pull in Kumihimo makes enemies take a LOT of procs and damage from the ability
So you get 1 status proc per thread, at the cost of 2 abilities?
@@Prophes0r no, lets say you get a Heat proc thread, you use Pull on an enemy and the enemy now has 50 heat procs when it gets pulled through the Heat thread
@@DragoSmash That isn't how the ability works.
You get one heat proc per heat thread. Period. Unless you use Archon Vitality, which will get you exactly 1 more heat proc.
Nothing at all happens to enemies that pass through the same thread multiple times.
@@Prophes0r test it yourself then, my friend, put up Kumihimo and use Pull or any other ragdolling ability, i figured out Pull and Airburst are the ones that work the best, it must specifically ragdoll enemies, the procs and damage you get is crazy, and if you get the three 6s it completely DECIMATES anything that you pull through the threads
its more than 102 pearls to buy komeis parts. the bp alone is 165
You're very right, I crossed my notes on that section and never looked back to double check.
The full set is 330, making it 19-24 runs for the whole set.
I used all the Archon mods on my Koumei build and it feels pretty good.
the Patagium mod is very helpful for getting those wall latch/midair kill decrees
Some tips I've found:
-For slide kills, remember that sliding in midair counts. I like bullet jumping straight upwards, then sliding in midair as I shoot, holding aim for the aim glide and reduced fall, continuing for a little bit as you hit the ground.
-Firewalker and the other two Aim Glide/Wall Latch +275% Ice/Toxin damage are great on her for completing her 2 challenges. It's also extra free damage and status procs which work well with her kit.
-You can cast her 4, Bunraku, while sliding, in midair, or even *wall latched* for kills towards that her challenge.
Ngl though, her #2 needs some serious QoL improvements. It's so random and can give you totally worthless decrees for your build. What's more, her lack of movement abilities makes it hard to position - in midair, sliding, wall latched, ~10m or ~20m away from enemies - to get those challenge kills fast enough, so I'd like to see that be implemented in some way. Maybe her #3 gets movespeed based on charges left?
She's a fun frame, and I can't wait to see her get some QoL improvements.
Would be cool of even the subsumed abilities could receive something from the triple 6, even something easy to code like more power/range/duration. Too many times subsumed abilities don't work with the passive or even partly break it, like for Chroma and Lavos to name two.
You can cast her 4th while wall latching to make that challange even easier
Her 1 has a unique play style to it. Makes her really good with grouping tools like zephyr's airburst, nautilus, sarofang, ect. Throwing enemies through the threads is pretty strong and gives you options against cc immune enemies. It is map dependent though. She really wants to camp with her 1, as you can get overlapping threads on tighter maps or near closets or close walls.
My biggest criticism with her is her total absence of synergy. If her 4 was "Pull of fate" and either dragged the threads or enemies through them, she'd be awesome, rng or not.
sporithrix and the punchthrough bows like dread incarnon and paris incanon are perfect for getting head shot kills
After a bunch of testing weapons I've found the Dual Toxocyst incarnon to be a great weapon to help her do the decree challenges.
Richochet shots give easy headshots and the chaining also makes other challenges really easy, like the annoying "while sliding" and "while wall latching" challenges. It even gets toxin damage from the passive for another challenge and the incarnon is so stupidly strong you can build for Blast + Toxin and still pulverize everything XD
Another great weapon for her is the Cedo. The glaive alt-fire easily procs the basic elements you need for challenges and the built-in condition overload effect makes the Cedo go nuclear when it gets Koumei's passive effect for every status in the game.
A good melee influence weapon takes care of Electric status and is another type of weapon that goes crazy when her passive is active. You can even use something like the new Artax sentinel weapon to proc both Heat and Cold to cover all your bases and pick a different primary.
I personally prefer using Boreal's Anguish as it gives 3 very nice things: 20% damage reduction in the air*, -75% Gravity while Aim Gliding, +60% Wall Latch and Aim Glide Duration.
*40% if you are using a polearm with Boreal's Contempt, which you should as the stances are fairly vertical and long reaching (3+1m base, 6m with PReach and 9m max with all buffs), making it easy to hit multiple enemies and occasionally get headshots. Boreal for more Status Damage, can slap on a single electric mod for influence to dish out a lot of electric status for mob clearing or mod electric for suction for easier 10m decree challenge. If zaw, 200% weapon damage in 6m every attack for 1 minute is pretty strong (this is affected by most damage mods (apart from CO and crits)).
This is why I love watching you. Because I knew this frame was very capable and while I'd like some of her abilities tweaked to be better I knew she was good.
Almost every other FrameTuber says she's garbage because they don't put the time into actually figuring out how she works. Her kit definitely could be better, but it is FAR from trash
You on the other hand, Always figure out, not only how a new frame works, but you get down the very fiber of what each Frame is and every interaction they have.
Best Warframe creater we got man. I have others that I love to watch, but nobody out here doing it like Ken 🔥
Far from trash, yeah, but she's pretty lame tbh. Her 3 is bad. It's just bad. I've ran it myself on Steel Path and no amount of jumping and rolling will stop her from getting CC'd and killed instantly in decently high level content. Her 1 is cool, but having a limit on the strings is lame! It was my favorite ability, finding out that she'd rather just have more strength and no range annoys me. Same with her 4, just nuke. And her 2 is great, I love the Duviri decree system, the cooldown is prohibitively annoying after just a few decrees, they seem to scale in difficulty really fast (Like you go from 11 kills while wall latching to 40 in two casts), and of course, you might get a trashy decree.
I really like her design and her thematic elements, but GOOD LORD, Mag has more survivability in Steel Path survival missions than her.
Honestly, her 3 could feel more impactful if it had any number of changes. Have the healing value based on damage you would've taken before damage reduction, for example. Or have Strength or something affect the % chance of a charm activating, or have Duration provide a tiny period of invulnerability after the healing triggers regardless of triple 6s. Everything but her 4 has stuff that makes me wonder if they actually did enough testing on her kit, and if they did, if they thought it was reasonably viable to use. Once I get her, I'm definitely doing as you suggested and tossing Roar on her, the excessive status application provided by her passive and her 4 makes it a no-brainer, and I'm surprised they left her 1 in its current state.
A smoother way of getting finishers with little effort can be aero vantage since I find it fits in normal gameplay more smoothly than drop kicking people (as fun as that is). I also had one of her decrees increase my jump height making drop kicks much harder to land which is when I decided to make this change. Reduced aim glide gravity can also make aim glide kills easier to get.
I personally built her with catalyzing shield and brief respite. Having the long shield gate timer negates some of the problems of her 3 having the cooldown between uses, and the fact that it heals her shields will put her right back up to shield gate again. Since this also drops her max shields down to 44, a single cast of her 4 also totally refills her shields even with insane efficiency.
This is insanely niche but its worth noting the halted status duration only seems to apply to the procs placed by bunraku. I actually tried to make a build specifically utilizing this but found out that normal status procs weak off if applied by your weapons.
I think that Koumei is a very cool frame that can be modded in so many ways and they can all be viable. Personally I modded her without any power strength in mind, opting to go for catalyzing shield, fast deflection, vigilante vigor, fortitude, normal sure footed on exilus, aero vantage, overextended and archon continuity. Two casting speed archons and some purple melee crit archons. Ive thought about double green corrosive shards, and while this would be really effective I think its a bit of a cheap out, just about anyone running green shards is pretty good. Lastly using Aerodynamic on aura.
This build is plenty survivable with her 44 shields after catalyzing and the shield recharge mods. (Aslong as you dont stand still) I use no subsumes and instead use her 1 to prime my enemies, making it so I can run different types of guns and builds on my whole loadout. No londer needing a primer weapon slot I can choose a trash cleaner and a single target weapons to help with the mission and the Omikuji challenges.
I have used this build to do hour long omnia survivals without much of an issue. Start of the mission can be rough depending on the decrees but nothing you shouldnt be able to handle. This build also makes it so you dont have to worry about your dice rolls all too much since you arent relying on the abilities to do your damage. But getting triple sixes for any of them will still feel very nice due to the sheer amount of priming and potential invincibility.
10:11 as one of the last switch players, this feels targeted
Haha yes it does 😂
I'm not even sure if I would migrate off the switch even if I got a more powerful computer lol. As of right now I only use my pc for trading. I just find it so much easier to turn on my console than boot up my pc
fun fact
in duviri her 2 acts like normal decrees aka choose of 3 random
The problem is that you can't assume identical hits for her 3. That's nonsense in Warframe's diverse environment. You're much more likely to negate smaller, more rapid shots, than the big shots you actually care about.
Surprised you missed this.
Get hit by a heavy gunner gorgon equals to 3 consecutive bombards rockets f(kengi*maths) XD
Also it doesn't effect shields, and Steel Path enemies have a habit of dealing more than enough to one tap her if she's without shields, so on the whole I've honestly found it more useless than her 1, which can at least prime CO in a choke point.
@@Joe90h they changed it? If i'm not wrong it was working on shields
also the proc chance of omamori activating is just 50% which is not even reliable when you get hit a few times, since 2 or 3 higher damage hit sneak through the 50% block chance is not that unlikely and could be a death sentence instantly, it's current version is very frustrating as a survival kit
@@chunkitliem3635 it doesnt feels like a survival tool, just more like get out of the jail trick. No reliability just and arbitrary chance of not diying in 1 unlucky shot si You need to be actively playing wrong to be saved by this
She's gonna need some love before I'll be interested in using her with any kind of regularity. Right now she's Inaros tier for me in the "why would i bring this frame when other frames do the same thing but 10x better AND are more fun to play?"
I love Koumei but two changes I'd like to see are being able to select from AT LEAST 2 decrees and getting rid of the wall latch challenge.
Wall latching isnt hard
@@theurbanreanimator7244 who said anything about it being hard? It kills the flow of gameplay completely and some tilesets barely have surfaces to latch onto.
@@sleekbeaksheekdepends on the type of mission flow
Literally just offering a choice of three decrees fixes that power. The problem is that her kit is incoherant overall.
I just would like her 1 to be just not si Bad stand alone
I personally prefer her 1 over her 4 and nourish instead of roar but interchangeable either was. But I also use nautilus with a cordon status inflict setup that functions as my control. It also removes the problem of enemies not walking through her one.
I love koumei, put 5 forma and 1 universal aura mod on her. She is one of the most fun frames I have had the pleasure of using but as fun as I think she is I definitely feel like she needs changes. This is what I'd do.
Her 1: Make it a sphere beginning from where koumei is standing, expanding outwardly.
Now she can have 360 coverage around herself and objectives and will tie into what i do to her 4 later. A sphere around her imo fits more tile sets and open worlds better.
Her 2: Make it just like Duviri. Give her the 4 decrees to CHOOSE from and allow Drifter Intrinsics to work on her outside of Duviri. In addition I'd make it so if a challenge is completed she does not suffer a cool down, only when one is rejected.
This would give her the bonuses we get in duviri such as increased damage and health per decree and the 3 rerolls from the luck tree. This would ensure even if all 4 of her shown decrees are bad for her at that moment and she does not want to use a reroll or has used them all up already she will still get value from it. This is the other half of what makes us strong in Duviri. It's the decree themselves AND the intrinsics. As for the other half of the buff many missions are done rather quickly so you can't become "op" even if you tried especially if playing with high DPS and or nuke frames that can make the missions go even faster. Some missions can take even less time than her cooldown at max rank!. In longer missions where you plan on going for an hour or more the cooldown is not very relavent either as you will get many decrees anyway just by staying in the mission for so long. The only change here is how quickly Koumei could achieve her Goddess status and even THAT is still at the hands of RNG.
Her 3: This one is a lot easier. Just remove the cooldown when a charm is used to negate damage.
Her 3 already operates on a CHANCE to negate one incoming instance of damage which is already inconsistent at best so WHY add a cool down ontop of that? The ability would still be inconsistent without the cool down but it would at least always be rolling that chance to protect her from damage.
Her 4: Make it so that when used koumei will pull all enemies in her field of view that are within range towards her, once they are grouped up in front of her they would be suspended mid are as they currently are now. This would look similar to how enemies are group up with say, Yareli's 4.
This not only has the added benefit of grouping enemies for easier damage as opposed to leaving them spread out (a problem which gets worse the more range you give koumei and the more open an area is when she casts this, perfect example is her mission at the shrine in cetus) but this new version of her 4 now has synergy with her 1. Example: You cast the new 1 to create a sphere around koumei then cast her new 4 to pull enemies towards you, they would fly through the threads created by her 1 then stop infront of you, suspended mid air. Her 1 and 4 as they are currently do not have such synergy, you want enemies to walk into her 1 threads but her 4 locks them down and thus prevents them from walking through the threads created by her 1. This is why nautilus is such a good companion for koumei as its cordon ability will pull enemies towards koumei forcing them to pass throug hthe threads of her 1. With my changes her 1 and 4 will have this synergy baked in already.
Also, if koumei rolls a triple 6 on her 4 I would still keep the effect of it hitting enemies behind her. This is also why I changed the shape of the 1 to a sphere as now even if enemies are pulled from behind koumei when she rolls triple 6s on her new 4 they would still pass through her new 1.
Koumei's passive: The passive could function similarly to how her melee weapon works, every 30 seconds you roll one dice (time could be made longer or shorter) and you'll get a buff based on its roll. A 1 would give all of her weapons one element lets say toxic. A 2 would be 2 and so on. A 6 similar to her melee weapon would be your jackpot but in this case all of her weapons would now give one proc of all elements including the IPS damage too. It's a fun idea I had in mind so that all of her weapons will benefit in some way rather than making you swap to whatever it decides it wants to be on at the moment. I found many times I just wanted to have some melee fun so two thirds of the time i basically had no passive which felt rather bad. This issue gets worse when you get decrees that encourage you to stick to one of the three like say, any melee decree which would discourage you from using primary and secondary weapons thus making her passive worthless most of the time.
I can only roll the dice here and hope someone from DE or perhaps Pablo himself might stumble across this and maybe consider some of these changes. I do not expect all of them (or even one of them) to be implemented but I felt strongly enough about Koumei to do something I normally do not do and write my thoughts down in regards to her. If I could only choose from one of these to have DE/Pablo implement it would be the changes I listed above to her 2. I feel like this would be a lot simpler to do vs the reworks I gave the other abilities as my suggestions for her 2 are largely just to make it behave like the system does in Duviri itself. The other half of the buffs to the cool down of the ability itself I would still very much like to see it come to the game but if all DE/Pablo did was make it behave like it does in Duviri with 4 decrees to choose from and all drifter intrinsics applied in and out of duviri then I'd be happy enough.
Lastly as Koumei is now stats largely dont affect her very much and one change i would make to this would be to allow power strength to tilt the odds in her favor more. The more power strength you give Koumei the better her odds will be when rolling her dice. This also leans into her whole "change fate" theme. As it stands she doesn't do much fate changing when you roll the dice, it just is what it is. This is what I'd change to remedy that.
I can only roll the dice here and hope someone from DE or perhaps Pablo himself might stumble across this and maybe consider some of these changes. I do not expect all of them (or even one of them) to be implemented but I felt strongly enough about Koumei to do something I normally do not do and write my thoughts down in regards to her. If I could only choose from one of these to have DE/Pablo implement it would be the changes I listed above to her 2. I feel like this would be a lot simpler to do vs the reworks I gave the other abilities as my suggestions for her 2 are largely just to make it behave like the system does in Duviri itself. The other half of the buffs to the cool down of the ability itself I would still very much like to see it come to the game but if all DE/Pablo did was make it behave like it does in Duviri with 4 decrees to choose from and all drifter intrinsics applied in and out of duviri then I'd be happy enough.
I feel like rolling a total of 20 or above to grant those buffs would be just fine:
3 6's plus 2 1's is 20, and this enables the all 4 rolls to do it, increasing the overall chances while not making it too easy to obtain.
In summary
Kumihimo, Mirage but usually missed but still deadly elemental proc. Koumei actually throws a Kendama.
Omikuji, Sometimes good fortune, sometimes omen fortune, sometimes decent fortune. Just accept the bad decree.
Omamori, 50% within 50% within 50% within 50% Mesmer Skin. Basically unreliable for subsume option.
Bunraku, Stun or Lift but instant proc detonation. Did you see 7 element proc on cast? Majestic.
Reliable in Circuit, unreliable in quick mission.
Something I really didn't see anyone commenting about koumei.
Technically yes her passive is a 1/3 chance but technically not because there's a force change to a different when the timer reaches 0 so in reality is, then again only technically speaking, 1 in 2 of a chance due to it not repeating.
Basically you have the primary buff you know you cannot get the buff on the second one then.
It is impossible to Primary-Primary for it to roll again it is only able to happen on primary-something-primary
Be informed tenno, most on the rage on this character I've seen was on people misinformed, like the only proccing the elemental and combined elemental os her skills(excluding her passive)
My main problem with Koumei is that her coolest stuff doesn't really work. Omikuji, which should have been her marquee ability, is unreliable, unrewarding and painful to set up. Completing one can take several minutes and the reward being random means you can't build to any one strength, even with the weapons you bring. That is very at odds with the pace of Warframe, even when other new content has leaned into that pace. It feels like DE would have let you choose between 3 or 5 decrees, but didn't want to to put them at odds with the gear and emote bindings. Right now the dice feels like a gimmick with little actual gameplay impact. Omamori and Bunraku are usable and fun, but do nothing to differentiate Koumei as many frames have similar abilities.
How hard would it have been to give her the ability to pick? It's already in Duviri, do it exactly like that!
Won't fix the fact the rest of her kit is underwhelming and incoherant, but it would make her playable.
Babe wake up, Kengineer dropped another banger
I too tend to roar when hitting a critical fail.
Try sickening pulse
f(DE*Math) might be the best visual gag you've ever done. 🤣
7:15 Woah there...that's a Quintuplet that just spawned, is she ok? 👀💦
Love this.. Been seeing many negative Koumei videos lately for some reason and this was a nice palate cleanser. I love Koumei Kami-sama
DE*Math is the greatest theorem ever
I feel like Koumei should have better roll chances the more abilities she uses in a mission. Make it some large number so it doesn't affect new players as much but makes her more consistent for players doing endurance runs or just long steel path missions. At that point, people will likely already use a primer, invulnerability and status cleanse with rolling guard, so other frames can do what her abilities do and more. She already gets stronger later by having more decrees, so I think it would fit to have her dice rolls get better as well.
Since you can get her so early, I still think it should be quite a large number, and newer players won't be able to spam abilities as much as people with Zenurik or Synth Deconstruct + Equilibrium or Arcane Energize or Archon Stretch. So the more progressed you are in the game and the longer the mission, the stronger she is. I still think there would be stronger frames even if they implemented this, so I don't think it would be too OP.
WE ROLLIN' SIX THRICE WITH THIS ONE🗣🗣🗣🗣🔥🔥🔥🔥🔥
Really curious to see what augments will come out for her. I like her as a frame due to how strange her modding is, she's the single frame that I have where I spent most of my mod slots for survivability for enduring long missions. Ideally I wish there was an augment for her 2 that shares decrees with squad, there are a couple ways to go about it. Like make the challenges require way more kills, or maybe chose which ones you take alone or sacrifice to your teammates while not benefiting yourself, or share a fraction of the power of the decrees with squad.
In Defence of Kumihimo: Koumei's natural shield levels are really, really low. In fact, Catalyzing Shields actively increases her shield gate duration, and the final value after that mod is even lower than Dagath, the de-facto baby's first shield gating frame. As a result, even without using Brief Respite, just two augur mods will return a respectable amount of shields from casting Kumihimo alone, and thus invulnerability. It's certainly enough to cover for Omamori's leakiness, alongside Fast Deflection + Vigilante Vigor.
Where Bunraku shines in wide, open areas, Kumihimo shines in the exact opposite, tight corridors. A good number of elemental status effects can slow or halt the advance of enemies, including cold, electric, heat, and radiation, meaning a solid 40% of all threads Kumihimo will output. Notably, radiation threads will cause an entire section of corridor to become a meat wall of friendly firing enemies, and a cold thread or two reliably reduce pressure enough that I was killing more often than I was getting shot.
The conclusion of these two effects combined is that I took Koumei into three hours of Steel Path Survival on Selkie - Sedna and it was actually really quite comfortable. Notably the threads alone would occasionally kill enemies all on their own, even without having to get a lucky roll, but lucky rolls did certainly turn hallways into no man's lands.
I've got a no-forma build on Koumei and I was able to do this, with substandard weapons no less. As a matter of fact, I had brought a Prisma Grakata with Primary Plated Rounds, and a combination of Vile Precision + Wild Frenzy to see how it'd fare with the +magazine size decrees. The answer is "surprisingly well."
Treating Omamori as a cover for standard shield gating shenanigans utilizing Kumihimo as my primary cast actually felt relatively decent, all things considered. It felt like it took the pressure off of needing to cast literally every second of a mission.
I also found that upkeeping Koumei's kit with a combination of Archon Stretch and Energy Nexus was not that big of a deal.
The end result was that I went three hours with Growing Power, Mobilize, Molt Augmented, Molt Efficiency (a mistake, in hindsight, but not an awful one given how often cold, radiation, heat and electric jammed up the enemies), Archon Continuity, Archon Stretch, Augur Secrets, Augur Reach, Energy Nexus, Fast Deflection, Vigilante Vigor, and Catalyzing Shields and it felt _perfectly fine._ I barely used Bunraku at all that entire run.
Good stuff
To be controvertial I actually enjoy Koumei. People crap on her 3 but between it and defense+arcane blessing to get to 2k health I find her very tanky. The mini games with her 2 are mildly frustrating but it means she scales well in long runs and just filling the entire screen in front of you with statuses with her 4 is just fun and almost always kills enemies by itself in lower content.
I made an endless lullaby komei over her 1, and it was very fun in circuit; very rarely did I get a challenge I would cancel.
I do wish her cooldown was more forgiving, like banking the last duration of a completed challenge's cooldown if you cancel a challenge; so you aren't punished early game for rejecting terrible rng
"I make my own lUck, Lotus."
-Koumei, with a vague Irish accent, probably
I wish her 1 didn't bounce because I tried Airburst and it performed pretty well; rolling 3 6s would just melt the SP enemies I tested on and Airburst forces them to group into the threads. Then I took it out of the Simulacrum into a mission and learned about the bouncing property which made it really hard to focus a good number of threads where I needed them which would be passable if I wasn't also fishing for the (assumedly) 3% (now 10%) chance for the combo to actually *do* something. Made especially worse by building Range for good Airburst grouping resulting in her 1 just bouncing further away.
“He has gave me loaded dice, guards arrest him!”
Can you do a guide on decrees and which ones to prioritize?
Koumei with harmony has been really fun, I'm not sure why everyone says she's bad. I've brought her into steel path and netra cells, and she does fine! I'm really liking her, except her cooldowns, they suck. It doesn't really make sense to me that a gambling frame has a cool down. It would've been better to make the cost of her abilities to go up after a bad roll and go down when she has a good roll
Fun fact that not everyone knows. In the Duviri missions, like The Circuit, Koumei can actuolly choose the decree she gets from Omikuji.
I tested this in SP Circuit numerous times and in one group ended the run with 25 Decrees while the rest of my team was around 14 Decrees.
There are some players that dont believe this is true, so i challenge you to go test it for yourself the next time Koumei shows up in your circuit.
It's how she SHOULD play outside of duiviri too
@@thedoomslayer5863 I disagree, Duviri isn't really random. It's generic story telling. It has a set narrative, which is why Koumei can control which Decree she chooses. Fate has been already chosen as soon as you choose her.
On the other hand, the Sol system is random and doesn't have a set narrative so Koumei doesn't have complete control over the Drcree she chooses.
I think its a nice detail of their story. It was also probably a bug in testing that they chose to ignore.
@@reaperslimbo5767 I disagree, player choice should always be at the forefront
since modding does not really do much, being able to choose (but not reroll) decrees would significantly increase viability.
And it still makes her awful.
Oh good. You get decrees slightly faster. And they make her slightly less bad.
And only for a little while, since most decrees don't do much for you, so when you get all the good ones you see no more improvement.
Koumei is an awful pick for circuit, because it brings basically nothing to the table.
@@Prophes0r cope
Nice i use all the archon mpds with rolling guard augur reach and umbral fiber with arcane fury and arcane arachne
Koumei’s 1 should be able to hit stationary targets multiple times, at least. The strings should be dealing damage/proccing once or twice a second. That would give it better synergy with her 4, and would overall make Koumei feel more effective without doing anything crazy.
Also, she should open up enemies to finishers in her base kit. I know you can use operator, but again, that is clunky.
I played this game for at least 2 years, this is the first time that I learn you can jump kick enemy 😂 😂
I personally love Koumei with pull over Omikuji. Yeah, you miss out on the scaling bs she can do, but I think it's better than roar for ability damage. Turning her notoriously tricky 1 into a mine field to drag all her enemies through like the puppet master she is. Another case of a frame that really should have been 2 separate individuals. Pull almost completely negates koumei's reliance on luck. The only downside is pull has a higher range requirement than her other abilities, meaning you will feel more comfortable at 190 range with it.
Her 4rth ability can easily kill on sp by itself if you put on sickening pulse with helminth
If you're playing with camping strat, I'd recommend camping near an out of bound pit.
I'm not sure but jumping into the pit should reset her 3rd, so u can keep spamming it until u roll triple 6.
I honestly have felt like her 1 was her best ability, passively providing a lot of cc and just area denial that her 4 needs to do actively. By the way, did you try out catalyzing shields on her? I normally am not a fan of them since it's not enjoyable for me to keep spamming abilities, but if I'm not mistaken then her 3 actually works with them really well.
When a dev, probably Pablo, wrote that the chance is NOT 3.55%, I could sense the um akshhuuuually before scrolling down. Man, reading between the lines is hard for some folks.
Question. How would you mode the dual incarnon swords (i cant remember the name of those infested ones) for your build
I put 4 forma on her.
And then went " well, that was dumb" and then went to play with caliban 2.0
You open enemys to ground finishers by void dashing into them and pressing 4 btw
id like to see an omikuji augment that functions as loaded dice, or will tell you how many rolls till trip sixes. the latter fits more with the og name
interesting idea
however
they are random and theres no pity
Koumei's pretty fun. This is a good run down, but because of weapons i run and i have control relegated to my weapons and nautilus, im thinking of using a defensive subsume over her 4.
It seems like her first is just a less reliable version of Citrine's Prismatic Gem, or Voruna's fangs.
@Xzeihoranth Kumihimo is not a cone, not damage based, applies all statuses instead of just IPS, has no Orb mechanic, is a projectile, doesn't have any mechanic tied to "while statuses from the ability are on target
Please explain the comparison to Fractured Blast, cus I feel slightly baffled by it
@@SillySpaceMonkey I meant the gem you set out that applies base status effects to whatever you or your allies attack.
She is on paper a practically worse citrine
@@Xzeihoranth consider me unbaffled
I wonder, the kumihimo ability, what effect range has on the threads especially in how tightly or loosely spread they are. Bears some experimentation.
does the paused status duration for bunraku's effect affect the damage of expedite suffering/dante's tragedy? im curious as to how the extended status duration works with those
Hello there!
I personally like to give Koumei 3rd ability of Jade. Everyryone i looked at will be basicly marked for 2 seconds for my team to kill.
Ult is castable while wall lached so You can hit whole room of enemies while wall lathcing and quickly touch everyone.
Omamori can be very usefull with fast deflection and vigilantie vigor while it's on cdr of normal cast.
Could You test out Gyre build with Ice wave on her 2nd. Since cold boosts critical damage, that will make her passive shine. She likes big but not huge range and ice wave likes range too!
Have a nice day and see ya!
Would omamori be good on xaku? You said it is weaker the more hits it takes but the vast untime has the opposite problem
Not really, Omamori still requires you to be able to take a few hits. The Vast Untime's Evasion mechanic lends itself much more to Shieldgating, with something like Condemn.
Xaku can just Accuse to stop enemies from shooting them, and as mentioned above, shield gate easily enough.
lesgo gambilin